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< A PLANESHIFTED GUIDE TO

anneal

| GR AS EXPANSION AND CAMPAIGN SELIING, uel


- Z| yi 4g f Ea =| Re ni

. nee ae iz : oT We >.
| LUN i. =i: h
— < | ea i . 1 i . ae

. | EXPLORE MAGIC: THE ANN ie S SCI-FI PLANE OF KAMIGAWA IN THIS - =

CREDITS

Designer:
Gabe Rodriguez, /u/letterephesus

Editor:
Joe Rodriguez

Logo:
Wizards of the Coast

Cover Art:
Chris Ostrowski

GMBinder Theme:
The Technomancer's Textbook by Mogrit
Background art by Nixo Media, created for Mogrit

Artist Credits:

Alayna Lemmer-Danner, Alexander Mokhov, Anastasia


Ovchinnikova, Andrew Mar, Anna Pavleeva, Anna Steinbauer,
Antonio J. Manzanedo, Aurore Folny, Bryan Sola, Chase Stone,

Hsieh, Francisco Miyara, Gaboleps, Hector Ortiz, Hugh Pindur,


Ilse Gort, Iris Compiet, Jarel Threat, Jason Kang, Jehan Choo,
Jesper Esjing, Johan Grenier, Josh Hass, Julian Kok Joon Wen,

Chen

Disclaimer: You agree to use Public Access Network Terminals at


your own risk. The Imperials assume no responsibility for any
surgehacking, syphoning, spell-theft, or semblance fraud that
may.occur from use. Thank you and have a wonderful stay in
Towashi!

Playtesters:

Thank you to the 77 crew


Abner

Jacob Beal - Instagram


Tyler Browning

Contributions:

Thanks to the following individuals who contributed to the


mechanics and accessibility of this book

Tyler Browning

Nate "Oneshoe"

/u/AlasBabylon_

/u/TrippyGame

/u/InaraTheTeenageLich

/u/greatnebula

Resources Used:

Detect Balance Spreadsheet for Custom Races by u/jwbjerk

The MTG Wiki

A Planeswalker's Guide to Kamigawa: Neon Dynasty

Magic Story; Planes - Kamigawa

Kamigawa: A Visual Novel

MaGIc: THE GATHERING cards from the Kamigawa: Neon Dynasty


set and original Kamigawa block

Support Planeshifted Guides


Show your support for the Planeshifted Guides project through my
Patreon, or by buying me a coffee. Thank you to all my supporters!

CHANGELOG

e Version 1.2
e Added note on kami races
e Corrected errors in Jin-Gitaxias' stat block.
ON LPT SASSI YZ Of

e Version 1.1
e Minor spelling & grammar corrections
« Version 1.0
e Public Release
e Version 0.9.3
e Finalized NPC stat blocks
« Version 0.9.2
- Contribution/Credit Updates
e Version 0.9.1
e Additional edits
- Version 0.9
¢ Balance update for Kitsune
e Additional monster stat blocks
e Version 0.8.1
- Adjusted spell balance
e Added vehicle stat blocks
- Added monster stat blocks
« Version 0.8
- Balance update for orochi and kitsune
« Added vehicle rules and statblocks

A Planshifted Guide to Kamigawa: Neon Dynasty is unofficial Fan Content permitted


under the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are property of Wizards of the Coast.
©Wizards of the Coast LLC.

This document was created solely for private use. All rights are retained by the
owners of trademarks and copyrights of the content within this
_ document. This document, in part or whole, cannot be reproduced for the intent of
retail sale or personal gain except by those said interested
parties or by others with legal, written consent by said parties.

TABLE OF CONTENTS

The Imperial Court...


The Asari Uprisers..... ie Pet
he! Saiba BUturists'... At se vats. .1...c0rss anette eee, ae
The:Order of Jukaie Aw. see... ee eee eee es
The Living Historians... wclctigeencie cee ea wear ee aa 9
The Reckoners................
Oni Cults..............
Locations.............. sn
Jukai Forest ............006

"TOWASIIL as .snciaceachsasesoctuedsnscssuusescesaneaghtiedl testa ett eevee he


seth cae soS Re
TOWAD ALA :..:.00ietestosaeten tee WaheluscasciaccconessscehteMeadaac Smt agi Ute
eee
Minamo & Otawara banae Sot ea Dees ssBhes sy Cavsatighere catattet ode
SOK CM ZaM. 2208. cellatiads celiac coxesal aes Reoas cee cs MO Eos soalen
TRAKENUIMA. 9 8c scvsacecvarsaccdarcgntcdibedassdeatdactelt s AMEMMMMME cas
agesnsadanucveatsi

Moonfolk
D274 1100) Ee fe, Oo 8 Re Peer

Classes
Backgrounds...............
New Backgrounds..............

Adapting Backgrounds
CHAPTER 3: TREASURES ...0.0.. oe ceeecssesecececeseeeeeeeeeeeeetuesenees 30
Magic Items). .28....ceie geen Sa petedescciseetsect dee ie a een dea eel 31
ACventuring Gear .o..ci.cceecceiccede eM
eccstasecssastesestatuaeitnagteresttenegeees 35
WEAPONS 78 eh acc deasettisasttesecscucsnesraMeasses PMN wes caataggilbtben 36
CHAPTER 4: SPEELS oil. cece neces. fet oditeggasesticsetes deeweeaees 37
CHAPTER 5:. VEHICLES |... tj. OR.. AUB ieee ts 41

Cyberbike 12. cciisie Be seccapegeencacenteos aiemtaneeensagittabeseetinesetent


tages caedhes 42

Mech Suits «0... teeciccegeresceelcetsesngis ek Mie ptt dee ees nesses ag Rb aaeaet
43


"Art by Lorenzo Lanfrancont

@lorenzolanfrancon

——

WELCOME TO

KAMIGAWA

Ww E HAVE ENDURED LIFETIMES OF WAR AND CARVED OUR


way to peace by blade and conquest. Now, united at
last under Kyodai's guidance, we lay down our weapons and
open our minds.

— AOHA
General of the First Emperor

The world of Kamigawa is one where new meets old, where magic
and technology converge and collide in unexpected ways. Magic is
the domain of the kami, spirits or gods of the realm that associate
with all things.:The Kakuriyo is the spirit world, the plane of
existence where the kami dwell. Its other half is the Utsushiyo
where mortals live. These planes of existence are slowly merging,
allowing the kami to pass into the mortal world and become a part
of it.

THE KAMI WAR

12,000 years ago, daimyo Takeshi Konda used powerful magic to


pull an aspect of O-Kagachi, the supreme kami of all kami, from
Kakuriyo. This greatly enraged the spirits, who turned against the
physical world with a vengeance. The war finally ended in its
twentieth year when Princess Michiko Konda managed to free the
kidnapped aspect, Kyodai, and defeated O-Kagachi and Lord
Konda. The death of O-Kagachi caused the barrier between the two
realms to break down, thus precipitating the merging of the two
realms.

NEON DYNASTY

In the modern era, Utsushiyo has transformed into a futuristic


world of cyberpunk ninjas and samurai, where tradition and
modernity meet. The Kamigawans have discovered electricity,
experienced an industrial revolution, and entered a computerized
era. Some kami have adapted, taking on industrial-style bodies,
while other kami oppose these changes.

The current Emperor has disappeared from the world, leaving


the kitsune Light-Paws acting as regent in her stead to juggle
growing tensions between factions as the plane barrels forward
into the future.

ABOUT THIS BOOK

This document is a quick guide to playing Dungeons & Dragons in


MAGIC: THE GATHERING'S plane of Kamigawa.

Chapter 1 provides an overview of life in Kamigawa, along with


the various factions and locations found there. If you're looking for
more information, check out A Planeswalker's Guide to
Kamigawa: Neon Dynasty.

Chapters 2-4 provide a guide to creating a character in


Kamigawa, introducing seven new races, guidelines on playing
different classes, and collections of new backgrounds, items, and
spells.

Chapters 5-6 provide a collection of stat blocks for vehicles,


kami, and various creatures found in Kamigawa.

oy
-
O.
<q
=
U

q
:

IS CHAPTER OFFERS AN OVERVIEW OF LIFE IN KAMIGAWA,


including information on various factions and locations.
Whatever a character's origin, any native of Kamigawa

would be familiar with the currency and language, and the plane's
relationship to kami and technology.

KAMI

The kami are the great spirits who come from Kakuriyo, the spirit
world. Kami are manifestation of all things on Kamigawa; each
place, event, and concept has a spiritual counterpart in Kakuriyo.

Because of this, kami come in an overwhelming variety of forms,


even among the same "species" of kami, and their brand of magic
is mysterious and beyond anything mortals have conceived. There
might be a kami of a specific object, like the kami of imperial
dishware, or powerful overarching concepts like Kyodai, the soul
of Kamigawa.

When the kami manifest into the ordinary world, their


manifestation is a bit unstable and creates strange glowing energy
objects orbiting around them. Mortals who bond to kami often
display these orbiting objects as well. Furthermore, the strange of
nature of kami magic often creates "glitch"-like iridescent cubes
and strange shapes when spells are cast or near merge-gates.

Kami‘a very common sight, both on the'streets of Towashi and


any place near a merge-gate, openly interacting with others.
Depending on.their manifestation, kami can be harmful, helpful,
or indifferent towards mortals.

You can learn more about notable kami in Chapter 3.

TECHNOLOGY

For much of Kamigawa's history, power was concentrated in the


hands of the elite. More recently, however, Kamigawa has found
itself facing significant disruption to this status quo as new
innovations have made access to power more widely and.cheaply
available to all. Key among these innovations were two: enhancers
invented by the akki artisans of Sokenzanshi, and the method
invented by the Saiba Futurists of drawing power directly from the
spirit realm.

The akki artisans had a long tradition of invention and


ingenuity, as well as effectively using their scarce resources to
great effect—including kami-granted powers. Thanks to the
enhancer, even,though few people had deep relationships with the
kami, they were now able to apply more efficiently whatever
powers they had been granted.

At the same time, the Saiba Futurists were conducting


- experiments with merges to test the nature of the spirit realm. As
an unintended side effect, they discovered a way to draw on magic
directly, without needing to form a bond with kami. These two
technologies soon combined to form the basis of the boom in new
technology that exploded across the plane.

Among the more common pieces of technology is the personal q


wrist-mount, which can store useful data such as credit chips and
identification. Holograms are used as interfaces for most
technology, and security comes in the form of semblance or
fingerprint scanners.

Wireless communicators provide the basis for networks of


systems that control technology, such as the public access
terminals around Towashi that provide residents with up-to-date
information on everything from traffic delays to hostile kami
sightings. Capture trees are used as stationary security cameras
throughout the Empire.

Automatons are commonly used to perform basic or menial


tasks, while mechs are powerful vehicle suits that allow the pilot to
perform physical tasks far beyond their normal capabilities.

The modern era has also seen the incorporation of technology


into everyday equipment, with technologically empowered
weapons and armors, plasma cannons, and personal hover bikes
now being common sights in Towashi.

CURRENCY

The unit of currency in Kamigawa is the Ryo, originally minted in


gold, silver, and copper coins. In the modern era, most people use
either credit chips to wirelessly access a bank account, or
translucent holographic bank notes. Though minted coins are no
longer used, copper coins with holes in the middle are sometimes
offered at kami shrines.

CURRENCY
5E COINAGE RYO
Copper @0.1
Silver @1
Gold @10
Platinum @100
LANGUAGES

Kamigawa is not a world with a large variety of languages, unlike


most D&D settings. The known and possible languages in
Kamigawa that a character might speak and understand are listed
below.

KAMIGAWA LANGUAGES
LANGUAGE TYPICAL SPEAKERS
Kitsune Kitsune
Orochi Orochi
Nezumi-Tongue Nezumi
Ritual Tongue Ogres, Oni
Phyrexian —

THE IMPERIAL COURT

The Imperials are the most widespread and powerful organization


on Kamigawa, founded to help Kyodai manage the merging of the
mortal and spirit realms. Over time, they expanded into
government and rulership. Although peaceful management
remains the heart of their organization, they are not afraid to bring
their authority to bear on any activity that threatens their mission.
The current regime takes an active, widespread role in restricting
new technologies, which they insist is necessary to maintain social
stability.

Those wishing to join the Imperials must undergo a grueling


education. Trainees frequently go on to become samurai, kami
intercessors, moth riders, and mech pilots. Some families have
served the Imperials for generations, and their children begin
training from the time they can hold a sword. But people from all
walks of life are encouraged to join—loyalty, not social class, is
what's important to the Imperials. Through dedication and hard
work, one can rise to positions of wealth and power.

The Imperial court interacts with the kami frequently, and many
kami willingly work with the Imperials, lending their power to help
them deal with merges and the possible side effects of merges. The
title "Emperor of Kamigawa" is given to whomever the kami
Kyodai has chosen to bond with, thus connecting them to the
body and soul of the plane.

The current Emperor is missing. She appointed the seven-tailed


kitsune Light Paws as acting regent in her stead.

Art by Johan Grenier

@johan_g

THE ASARI UPRISERS


The Asari Uprisers aim to overthrow what they see as oppressive,
authoritarian Imperial rule. They believe power and technology
should be shared rather than hoarded, and that the Imperials are
outdated and regressive. Fealty and loyalty are honored. Disloyalty
and betrayal are punished. Uprisers frequently clash with Imperial
enforcers in the middle of the streets, especially in Sokenzanshi, a
mountain city of artisans and artificers that has borne the full
weight of the Imperials' restrictive edicts. After the emperor
disappeared, the Uprisers began preparing a large-scale coup.

The Uprisers are composed of flat, decentralized ranks of


samurai, soldiers, and artillerists supported by their community
artisans and inventors. They maintain no formal headquarters;
preferring transient meeting rooms sprinkled throughout the city.

The Uprisers focus on practical, physical solutions rather than


abstract theories. Their limited resources mean they make do with
whatever material they can scrounge together and take pride in
caring for and repairing their own gear. Much of their equipment
is pieced together from scraps, so no member's gear is the same as
another's. Some artisans even pride themselves on never using
"new" material.

The Uprisers are led by Risona, a human artificer who originally


made weapons and armor for the Imperial court, but became
disillusioned by the way they handled the Emperor's
disappearance and the food shortage that occurred in Sokenzashi
because of it.

THE SAIBA FUTURISTS

The driven, highly secretive Futurists are a technocratic elite at the


forefront of technological innovation in Kamigawa. They believe
strongly in innovation and pushing the boundaries of possibility,
claiming impartiality to how the rest of the plane views their
research. In theory, the Futurists obey Imperial restrictions on
technological development, but in practice, they often dabble on
the edges of the law—and in some cases step right over the line.
Although many of their inventions have aided the entire plane,
they often hoard the best knowledge for themselves to maintain
power and status. Whispers say they've pushed the boundaries of
technological development further than anyone can guess.

The Futurists are organized into divisions, each headed by a


chief. All divisions have researchers and experimentalists, but
some are secretive to the point of paranoia and employ agents of
espionage. Projects are given cryptic code names and are
surrounded by magical occlusion veils. The only person with
complete insight into the entire organization is the head of the
Futurists, whose identity is shrouded in mystery.

Most Futurists prefer not to rely on kami magic because they see
it as putting themselves at the whim of the kami. They would
rather be free to experiment and explore on their own terms.
Occasionally, they'll consult with kami, but for the most part, they
prefer to rely on their own ingenuity to figure things out.
Nevertheless, some individual Futurists have chosen to
experiment with kami magic and the very forces that govern
reality.

The current director of the Saiba Futurists is the moonfolk


Emire, the Living Breakthrough. He has augmented himself with
extensive prototype origami enhancements, and some believe he
may be as much machine as mortal.

Art by Evyn Fong


@evynfong

THE ORDER OF JUKAI

The Order of Jukai believes that technology is damaging the fabric


of nature. When its leader, the orochi Shigeki, bonded with a
nature kami, he experienced a prophetic dream of the spirit realm
shattering. He vowed to stop the vision from coming true and
named his new Order after the moment when the Jukai forest
expelled all mortals, including his own ancestors. The Order grew
swiftly as others had similar visions of the spirit realm's
destruction. They actively despise the Saiba Futurists and desire to
destroy their floating headquarters.

The Order is organized in decentralized cells scattered


throughout the plane. Cells are small, typically comprised of a few
stealth operatives and a kami channeler or two. They mobilize
quickly and hide when needed, favoring decisive acts of swift
destruction. Their preferred method is to infiltrate a technological
center and then unleash destruction by either detonating a device
imbued with kami magic or summoning an actual kami. These
strikes are controlled and targeted: they wait until the area is as
empty as possible and never attack residential zones. However,
they won't hesitate to cut down anyone who gets in their way. On
the last day of a Jukai agent's training, they are given a powerful
relic blessed by the kami.

Kami take a very active role in'shaping and guiding the Order of
Jukai, providing power, friendship, and a shared sense of purpose.
Some members and kami share such a deep, personal connection
that the kami will grant the mortal permission to access the
deepest recesses of their magic. These channelers can call upon
powerful spirits and primal forces of nature.

Art by Aurore Folny

@aurorefolny

THE LIVING HISTORIANS


On a changing plane, the Living Historians fear that the past is in
danger of being forgotten or quietly erased. Even if they don't have
a complete picture of the past, they still endeavor to preserve it,
recording events as faithfully as they can without bias or omission.
They tattoo these stories onto their skin and bring them to life
through dance, theater, and song. The tattoos magically rise into
the air during their performances as moving illustrations of
historical events. Although their training instructs them to erase
their personal biases, some might argue that the very nature of
their art means they inherently inject their perspectives into their
work.

The Living Historians were founded in the wake of The Kami


War by Reki, the History of Kamigawa and Azusa. They wanted to
preserve the knowledge that was in danger of being lost amidst the
chaos of their changing plane. Azusa's diary became a pivotal
firsthand document in this reconstruction process and remains
one of the Living Historians' most sacred texts.

10

THE RECKONERS

The Reckoners form a sprawling, loosely connected series of


criminal gangs that trace their history to before the Kami War.
Usually, they operate openly as legitimate businesses, but anyone
who crosses them is quickly met with harsh violence according to a
strict code. Alliances, betrayals, and turf wars between gangs are
common, but those same gangs will unite against outsiders. Of
Kamigawa's major organizations, the Reckoners are the most
flexible and have no problem relying on both technology and kami
powers—whatever gets the job done. They aren't very concerned
with what the future should look like—so long as they can profit
from it.

The Reckoners attract members who have grown disillusioned


with society. Many an embittered, cynical Imperial samurai has
joined the Reckoners' ranks, but they also recruit poisoners, kami
channelers, and ninjas. No matter a person's origin, there's a
strong sense of family and fellowship within the Reckoners.

Tests of loyalty are demanded on a regular basis. Every member


of the Reckoners is inked with magical tattoos that ensure loyalty
and prevent betrayal; the penalty of leaving or crossing is a
reckoning. As a recruit climbs the ranks, they receive additional
tattoos, each representing a new binding or connection forged
within the gang. Bosses are often tattooed from neck to toe.

ONI CULTS

People from all walks of life are drawn to demon worship, seduced
by the promise of power and destruction offered. Though they're
collectively referred to as cultists, individual practitioners have
little to do with each other. Many are openly hostile to each other,
so they tend to live in places where they can blend in or move
frequently to avoid attracting unwarranted attention.
Nevertheless, they all share a similar goal: feed their demon patron
enough power to break the bindings that chain them to the spirit
realm.

Demons themselves are entities of chaos and destruction that


were locked away in the spirit realm by Kyodai centuries ago. Cut
off from the mortal realm, they are unable to feed freely, and their
power dwindles. The cultists’ most well-known figure is Hidetsugu,
once an ogre who merged with the All-Devouring Oni of Chaos to
become an entity of destruction and hunger incarnate. He is both
revered among other demon cultists for having achieved the
impossible and simultaneously the one they all want to devour to
take his role.

Art by Anna Pavleeva

@annapavleeva

JUKAI FOREST

The Jukai Forest is an ancient forest composed mainly of huge


cedar trees. It is almost as large as all the surrounding territories
combined, and its farthest edges haven't been fully explored. The
forest is the ancestral home of the Orochi, and is still home to a
number of their colonies, such as the village of Susuki. Sugi
Hayashi is a kitsune village that lies at the mouth of the Akagi
river.

TOWASHI CITY

Towashi is the main city in Kamigawa, characterized by looming


skyscrapers, large neon signs, and vibrant cherry trees. It was built
in a cleared-out part of the Jukai Forest. It is the seat of Imperial
power. Now, kami and humans alike live among its towering
skyscrapers. The streets are always packed, no matter the time of
day. Its prime location along the coast makes it a hub for
commerce, and its proximity to the forest provides shelter from
the elements. Hovering lanterns and neon lights brighten a lower
city that would otherwise be drowned in shadows throughout the
day, and those same lights transform the city at night into a
beacon of dazzling colors.

BOESIJU DISTRICT

Boseiju is the oldest and largest living tree in Kamigawa and the
only remnant of the Jukai Forest within Towashi city limits. Its
branches dwarf the surrounding skyscrapers, casting a near-
permanent shadow over the city beneath. When dwellings were
constructed on the tree itself, the Boseiju District arose as a haven
for those who sought to escape from frantic modern life and be in
touch with nature. In the heart of this district is an Imperial Shrine
to Kyodai.

Art by esuthio
——.,

=. @esuthio

UNDERCITY

The Reckoners are spread throughout Kamigawa, but the Towashi


Undercity has the largest concentration of gangs. The district is
shrouded in the near-perpetual-shadows cast by Boseiju-and the
towering, cramped skyscrapers above. Gangs rule the streets,
enforcing their own codes that can vary from one city block to the
next, depending on who runs that territory. But the Dragon's Well
maintains its neutrality as a venerated, protected meeting site
where the heads of different gangs meet to hash out disagreements
and make formal treaties.

The Undercity houses a Flea Market, where less than legal goods
can be peddled, along with the Kozue Sake Bar. It is also rumored
that somewhere in the Undercity, there is a fighting pit that looms
over a deadly chasm, where warriors test their skills and only the
strongest survive.

OTHER.LOCATIONS

Towashi includes a large central Marketplace, where merchants


from all over the plane sell their wares. In a nearby alley, you can
find Itachi's Noodle Bar, run by Itachi (CN nezumi Commoner).
The bar is known for its collection of information, rather than the
Undercity mushroom ramen.

Far Corner is a neighborhood on the border between Towashi


City and Jukai forest. In the past, it was a village belonging to the
Jukai forest. Nearby, one can find a communal Fountain. The
natural beauty of the place is often overshadowed by holographic
adverts.

Elsewhere in Towashi, one can find the Towashi Arcade, full of


video games, holo-card gaming tables, and celebrity signing
events. Among the skyscrapers lie laboratories and facilities where
research and engineering are carried.

Throughout Towashi, connecting each of its districts, are the


Painted Roads. These are ancient bridges where kami law is
inscribed. These places are generally avoided in the aftermath of
the Kami War.
11

12

TOWABARA

Towabara is the massive plain at the center of Kamigawa. Within


Towabara there are numerous Imperial villages; including
Kodaira, built around an Imperial military outpost, and the village
of Kofu which lies at the foot of the mountains.

EIGANJO

Eiganjo Castle was built by Takeshi Konda, instigator of the Kami ‘

War, and was built upon the bones of its ancient former castle self,
Eiganjo is a place where ancient shrines and ancestral homes exist
side by side with sleekly modern structures. Ancient architecture is
painstakingly maintained and incorporated rather than torn down
or built over, creating a sense of elegance and harmony between
past and present.

The Imperial Palace proper is where high-ranking members of


the Imperial court live and work, and pilgrims come to seek an
audience with the emperor. The main shrine to Kyodai, the
guardian spirit of Kamigawa, is located within the palace. The
castle also boasts a magnificent sakura garden.

Outside of the palace is Eigan Town, a large human settlement,


and Golden-Tail Academy, the most famous and unparalleled
Samurai academy. The current headmaster is Swift-Arm (LG
kitsune seven-tail mentor).

ARABA

The Araba is a blasted wasteland north of Towashi, full of craters


from the Kami War. There one can find Reito, a decimated and
abandoned human mining city, where the first attacks of the war
began.

Art by Julian Kok Joon Wen


@juliankok

@alayna

KAMITAKI
Lake Kamitaki is a large body of water in the North of Kamigawa,
bordering the Towabara Plains, Towashi (which used to be the
Jukai Forest), and the Takenuma swamps. From it flows the great
Kamigawa River and the lesser Akagi River. Mikokoro is a
rumored sacred island of crystal, that lies at the heart of the seas
north of Kamitaki.

MINAMO

Minamo is the "school at water's edge," built around and above the
lake and the Kamitaki Falls. The academy is comprised of both
ordinary buildings and buildings held magically aloft. It served as
a place of study of magic, history, and kami before the Kami War.
The school is still operational, but with the advent of technology,
has been largely replaced by Otawara.

OTAWARA

Otawara is a floating city of the Soratami, resting in the clouds


above Kamitaki. Many of its buildings are covered in metal and
glass. There are surveillance drones everywhere, and enormous,
origami mechs that prowl the edges of the floating city.

Formerly the exclusive domain of the moonfolk, the floating city


has opened its doors to intrepid researchers of all kinds.
Nevertheless, it remains a place of beauty and mystery. Mist and
clouds swirl between buildings. Pathways and entrances are
hidden and deliberately confusing, meant to dissuade outsiders.
The only place non-moonfolk are still forbidden is Oboro, the

_ Ancient Palace, which is considered sacred ground to the

moonfolk.

14

SOKENZAN

The Sokenzan mountain range is the largest in Kamigawa and it


lies south of Eiganjo. It is the ancestral home of the akki and o-
bakemono. It is currently the center of operations for the Asari
Uprisers.

Other locations include Ganzan Pass, an infamously deadly pass


through the mountain range. There is a famous merge-gate in the
mountains called the God's Eye gate. Another site of interest is the
ruins of Godo's Hall, the meeting place of an infamous ronin
bandit lord.
SOKENZASHI

The hardy, self-reliant city of Sokenzanshi is home to a thriving


community of independent artisans and tinkerers. Foundries and
ironworks are built right into the sides of the mountains to shelter
from frequent snowstorms and tap straight into the fires at the
mountain's heart. Life in the mountain city isn't the easiest, and
those who call the city their home are stubborn, resourceful, and
fiercely committed to their way of life. A system of natural mineral
hot springs dot the slopes surrounding the city and are very
popular all year round.

SHINKA KEEP

Also called the Bloodsoaked Keep, Shinka was the hermitage of


Hidetsugu, the o-bakemono who worshipped and merged with the
All-Consuming Oni of Chaos. Its exact location is only known to a
select few oni worshippers. Today, ogre mages and oni cultists of
all kinds make the pilgrimage to Shinka to study magic and the
oni.

TENDO PEAKS

The Tendo Peaks are the steepest mountains of the Sokenzan,


clothed in bitter cold. The Heart of Frost is a tall peak where dwells
a Yuki-onna. Untaidake is the tallest peak of the mountains,
sometimes called the needle that weaves the fabric of creation.

Art by Alayna Lemmer-Danner

@alayna

TAKENUMA

Takenuma is a fetid swamp of rotten bamboo, poisoned water, foul


air, and perpetual dusk. It is the ancestral home of the nezumi. Oni
made this area their home during the kami war. Many believe the
swamps to still be cursed; without a proper burial, spirits of the
dead can rise as wraiths.

VILLAGES

Takenuma is home to several villages. Kitanosu and Takenosu are


two nezumi villages deep within the swamps. The village of Numai
was originally a human village, but was long ago abandoned,
becoming a safe haven for gangs, oni cultists, and dark mages.
Miren is a haunted well somewhere in the swamps, presumably
built for a village that has long since sunk deep beneath the mire.
SHIZO

Shizo, death's storehouse, is a battlefield ruin within the swamps.


More than a hundred years before the Kami War, it was a verdant
field with beautiful flowers, until two great daimyo set their armies
against one another for nothing more than greed and ambition.
After 891 samurai were killed all in one battle, in the name of such
dishonorable causes, the meadow where they battled became a
forbidden mire of mummified corpses in the mud.

It is rumored that the blood overflowing from this battlefield ran


into the neighboring bamboo forest, and; thus Takenuma was
born.

TOMB OF URAMI

No one is certain of the location of the Tomb of Urami, but many


believe it lies hidden in the swamps of Takenuma because of the
oni who dwelled there. According to legend, Urami, the kami of
ceaseless hunger, made a pact with an ogre clan to procure
corporeal food from the mortal world, in the form of mortals
themselves. Rumors then spread that Urami had died, and many
mortals ventured to see his grave; but others still claim that this is
a trap set by the oni, who devours all who dare venture near his
"tomb".

Art by Sam Burley

'@samburley

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CHARACTER OPTIONS

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RACES

T 1ST LEVEL, YOU CHOOSE YOUR CHARACTER'S RACE. THIS


A section presents the playable races for this setting, and

provides information to help you understand your


character's place in the world.

When you create a character for the Kamigawa setting, follow


these additional rules during character creation.

ABILITY SCORE INCREASES

When determining your ability scores, you increase one of those


scores by 2 and increase a different score by 1, or you increase
three different scores by 1. You follow this rule regardless of the
method you use to determine the scores, such as rolling or point
buy.

Your class's "Quick Build" section offers suggestions on which


scores to increase. You're free to follow those suggestions or to
ignore them. Whichever scores you decide to increase, none of the
scores can be raised above 20.

LANGUAGES

Your character can speak, read, and write Common. At your DM's
discretion, your character might know or be able to learn another
one of Kamigawa's other languages. You can learn more about the
languages in Kamigawa in Chapter 1.

Art by Marta Nael


@martanael

7 4

Art (previous) by Dominik Mayer.


odimavers

CREATURE TYPE

Every creature in D&D, including every player character, has a


special tag in the rules that identifies the type of creature they are.
Most player characters are of the Humanoid type. A race in this
section tells you what your creature type is.

Here's a list of the game's creature types in alphabetical order:


Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey,
Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These
types don't have rules themselves, but some rules in the game
affect creatures of certain types in different ways. For example, the
cure wounds spell doesn't work on a Construct or an Undead.

AGE

The typical life span of a player character in the D&D multiverse is


about a century, assuming the character doesn't meet a violent end
on an adventure. In Kamigawa, kitsune are known to be long-lived
compared to other races.

HEIGHT AND WEIGHT

Player characters, regardless of race, typically fall into the same


ranges of height and weight that humans have in our world. If
you'd like to determine your character’s height or weight
randomly, consult the Random Height and Weight table in the
Player’s Handbook, and choose the row in the'table that best
represents the build you imagine for your character.

PROFICIENCIES

Some races and subraces grant proficiencies. These proficiencies


are usually cultural, and your character might not have any
connection with the culture in question or might have pursued
different training. You can replace each of those proficiencies with
a different one of your choice, following the restrictions on the
Proficiency Swaps table.

PROFICIENCY REPLACEMENT PROFICIENCY *

Skill Skill
Armor Simple/Martial weapon or tool
Martial weapon Simple/Martial weapon or tool

Simple weapon Simple weapon or tool

Tool Simple weapon or tool

KAMI RACES

Your DM may allow kami to be playable in your campaign. A race


from the Player's Handbook, another D&D sourcebook, or other
homebrew may be suitable-for a kami player character race, at
your DM's discretion.

17
Art by Olivier Bernard

@olivierbernard

Akki are a race of goblins, native to Kamigawa's Sokenzan


mountains; an ancestral homeland they share with the ogres. The
akki are short and have skin that comes in a variety of red and
brown hues, with a pair of tiny horns sticking out from their head,
four-fingered hands and three-fingered toes with long claws, and
no external ears. Akki have small, wiry bodies, but their backs are
protected by large turtle-like shells covered in short spikes; these
shells evolved over the years as akki pranks got more and more
self-destructive.

‘Traditionally, akki form territorial tribes, which consist of


warriors and shamans, led by a tribe elder. When akki encounter
trespassers, they begin by trying to ward away the offender with
small-time pranks usually involving fire and rocks, which slowly
escalate in danger if the first few don't do the trick. During the
time of the Kami War, many akki joined with the ronin and Godo's
Bandits.

In the modern era, sensibilities toward akki have improved, and


many rank among respected blacksmiths and samurai. With the
advent of technology, akki have taken the unique practice of
salvaging mechs and painting them in bright war paint; perhaps
reminiscent of akki tribal cave inscriptions.

AKKI NAMES

As a general rule, akki names consist of a reduplicated word; a


word that has the same sound repeated twice, or a very similar
sound, with no differentiation given for gender. Akki are not
known to take family names.

Example Names: Ai-Ai, Ben-Ben, Goro-Goro, Ishi-Ishi, Keni-


Keni, Kiki-Jiki, Ku-Ku, Lim-Lim, Oku-Doku, Rin-Rin, Tok-Tok,
Uppo-Uppo, Zo-Zu

RACIAL TRAITS

As an akki, you have the following traits.

Creature Type. You are a Humanoid. You are also considered


a goblinoid for any prerequisite or effect that requires you to be a
goblinoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.


Darkvision. You can see in dim light within 60 feet of you as if
it were bright light and in darkness as if it were dim light. You
discern colors in that darkness only as shades of gray.

Craftiness. You have proficiency in one of the following skills


of your choice: Arcana, Deception, Investigation, Sleight of Hand,
or Survival.

Fire Resistance. You have resistance to fire damage.

Natural Armor. While you aren't wearing armor, your turtle-


like spiky shell gives you a base Armor Class of 13 + your Dexterity
modifier.

Fury of the Small. When you damage a creature with an


attack or a spell and the creature's size is larger than yours, you
can cause the attack or spell to deal extra damage to the creature.
The extra damage equals your proficiency bonus.

You can use this trait a number of times equal to your


proficiency bonus, regaining all expended uses when you finish a
long rest, and you can use it no more than once per turn.

HUMAN

Humans in Kamigawa are believed to come from the central plains


of Towabara, where they were once ruled by the daimyo, feudal
warlords. They are the progenitors and main citizens of the
Empire, which was formed at the end of the Kami War to help
Kyodai, the kami of the realm, to maintain the peace between the
spirit and mortal worlds. Humans are also known for having
befriended and trained the giant moths of Kamigawa as mounts,
which the Imperials often ride into battle, and for having started
Minamo Academy long before the Kami war.

In the modern era, humans can be found throughout Kamigawa


in its many villages and cities, and among all of the various groups
and factions found in the plane, showing their adaptability and
versatility.

HUMAN NAMES

Kamigawa humans have names that often reflect the natural world
around them. They are also given clan names, with many clans
valuing their prestigious heritage and seeking to honor their
ancestors’ name.

Male Names: Isshin, Kaito, Kenshi, Raiyuu, Satoru, Tatsunari,


Toshiro

Female Names: Eiko, Heiko, Michiko, Kotose, Naomi, Norika,


Risona, Satsuki
Clan Names: Hisoka, Konda, Kumano, Nitta, Sakashima,
Shizuki, Takeno, Umezawa, Yamazaki

RACIAL TRAITS

As a human from Kamigawa, the following traits replace your


racial traits in the Player's Handbook.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Human Determination. When you make an attack roll,


ability check, or saving throw, after seeing the result but before the
effects of the roll are resolved, you can reroll the die and must use
the new roll. You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you
finish a long rest.

Versatility. Humans have a wide range of natural talents. You


have proficiency in one skill of your choice and with one tool of
your choice.

VARIANT TRAIT

If your campaign uses the optional feat rules found in the


Player's Handbook, your Dungeon Master might allow this
variant trait, which replaces the Human Determination and
Versatility traits.

Feat. You gain one feat of your choice.

19

KAPPA

Kappa are mysterious, water-dwelling folk native to Kamigawa.


Little is known about them, but kappa superficially resemble
turtles, including having shells on their back like akki. Before the
Kami War, it was believed they were extinct. The Shell of the Last
Kappa was a relic of considerable magical power and was keptvat a
shrine.

Kappa have since re-emerged from somewhere beneath the


waves of lake Kamitaki. Some of these resurgent kappa have a
penchant for wrecking technology, while others have been known
to make unique use of it, such as incorporating firearms into their
shells.
There are many legends surrounding the kappa; namely, that
they love cucumbers and this weakness can be exploited by their
enemies. Furthermore, it is said that the bowl on their head which
collects water is the source of their power. Given how rare kappas
are, no one can’ reliably verify these legends.

KAPPA NAMES

Kappas have a single name which they adopt for themselves. Males

typically take names inspired by renowned artists, while female


names are often inspired by famous art pieces. Kappa names are
distinct for their foreign sound.

Male Names: Donatero, Reonarudo, Mikeranjuro, Rafaeru,


Sheikusupia

Female Names: Apuriru, Arutemisu, Binasu, Monariza, Ribati,


Shisutina

Art by Jehan Choo


| : @styloren

RACIAL TRAITS

As a kappa, you have the following traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet, and you have a swimming


speed equal to your walking speed.

Amphibious. You can breathe both air and water.

Claws. You have claws that you can use to make unarmed
strikes. When you hit with them, the strike deals 1d6 + your
Strength modifier slashing damage, instead of the bludgeoning
damage normal for an unarmed strike.

Kappa Sara. Your head crests into a dish that can hold water.
As long as the dish is full of water, you have advantage on ability
checks you make to initiate or escape a grapple.

Natural Armor. Because of your shell, your base Armor Class


is 17 (your Dexterity modifier doesn't affect this number). You
can't wear light, medium, or heavy armor, but if you are using a
shield, you can apply the shield's bonus as normal.

Shell Defense. You can withdraw into your shell as an action.


Until you emerge, you gain a +4 bonus to your Armor Class, and
you have advantage on Strength and Constitution saving throws.
While in your shell, you are prone, your speed is 0 and can't
increase, you have disadvantage on Dexterity saving throws, you
can't take reactions, and the only action you can take is a bonus
action to emerge from your shell.

KITSUNE

The kitsune of Kamigawa are cunning, tricksy masters of


diplomacy and swordmanship. They are curious and fond of
__ playing pranks, mostly harmless ones for their own amusement.

Kitsune are long-lived beings with very strong beliefs in their


traditions. They tend to live in large, close-knit family clans related
through blood and marriage. Kitsune are proud of their lineages
and are able to trace their ancestry back through multiple
generations.

The more a kitsune experiences, the more tails they grow, with
the wisest elders having nine tails. The average kitsune is slighter
and shorter than the average human, with the top of a kitsune's
head coming up to a human's chin. They have white fur with red
markings.

KITSUNE NAMES

Whatever a kitsune might be named at birth, a kitsune will often


choose to change as it grows and gains more tails, reflecting its
new understanding of the world and itself. Kitsune names are
usually hyphenated and fixated on physical properties.

Example Names: Autumn-Tail, Iron-Claw, Light-Paws, Opal-


Eye, Pearl-Ear, Rune-Tail, Silk-Eyes, Silver-Foot, Snow-Fur,
Swift-Arm, Tender-Hand

RACIAL TRAITS

As a kitsune, you have the following traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if


it were bright light and in darkness as if it were dim light. You
discern colors in that darkness only as shades of gray.

Many Tails of Wisdom. You have a fox-like tail, and you


grow more tails as you grow in knowledge and experience: two
tails at 3rd level, three tails at 5th level, four tails at 7th level, five
tails at 9th level, six tails at 11th level, seven tails at 13th level,
eight tails at 15th level, and nine tails at 17th level.

If you miss with an attack roll or fail an ability check or a saving


throw, you can draw on your gained knowledge to gain a bonus to
the roll equal to your proficiency bonus. You can use this trait a F
number of times equal to the number of tails you have, regaining
all expended uses when you finish a long rest, and you can use it
no more than once per turn.

Trickster Fox. You have proficiency in one of the following


skills of your choice: Acrobatics, Deception, Perception, Sleight of
Hand, Stealth, or Survival.

Vulpine Cunning. You have advantage on Intelligence


(Investigation) checks you make to determine illusions, and on
Wisdom (Insight).checks you make to determine whether someone
is lying to you.

— “
>

Art by Hugh Pindur

“—

@pindurski

~) MOONFOLK

ie | The moonfolk, or soratami, are an enigmatic race of humanoid


beings who are capable of flight and dwell in floating cities of
Kamigawa's sky. Physically, they are slim, possess blue-gray skin,
and have long ears which they sometimes wrap over their heads.

The moonfolk claim to be descended from a moon Myojin. They

live within the floating city of Otawara, which rests in the clouds
above lake Kamitaki. They watch over the world below, mostly
indifferent to the concerns of the surface folk. They have a high

emphasis on the study of magic and technology, with the Director

of the Saiba Futurists being a moonfolk researcher.


MOONFOLK NAMES

Moonfolk do not use familial names, instead relying on


mononyms. In rare cases, a moonfolk might hold a title that is
recognized among their people and used to differentiate them
from others with the same name.

Example Names: Chiyo, Eitoku, Erayo, Katsumasa, Kotori,


Meloku, Tameshi, Tamiyo, Uyo

RACIAL TRAITS

As a moonfolk, you have the following traits.


Creature Type. You are a Humanoid.
Size. You are Medium.

Speed. Your walking speed is 30 feet.

Cantrip. You know one cantrip of your choice from the wizard

spell list. Intelligence, Wisdom, or Charisma is your spellcasting


for that cantrip (choose when you select this race).
Kami's Legacy. You have advantage on saving throws you
make to avoid or end the charmed condition on yourself.
Flight. You have a flying speed equal to your walking speed.
You can't use this flying speed if you're wearing medium or heavy
armor.

NEZUMI

The Nezumi are a race of anthropomorphic rats native to the


Takenuma swamps. In times past, Kamigawa's other races
ostracized and stereotyped the nezumi. Though in recent years the
feelings toward the nezumi have softened, they are still oftentimes
seen as outsiders in the Empire and its lands.

The nezumi traditionally live in independent swamp villages, or


in roaming nezumi gangs. Nezumi did not have magical traditions
until the theft of scrolls from Minamo Academy; nezumi then
developed unique practices, such as that of the insect-shaman,
sometimes called a miser, who can control swarms of Takenuma
insects. These shamans also developed bone-reading, a type of
divination. With the advent of technology, some nezumi samurai
practice the bladeblessing, combining technology and magic to
enhance their weaponry, while the nezumi of the legendary Okiba
reckoner gang are renowned for being the best engineers and
pilots of cyberbikes.

Nezumi have a wide range of gray and brown fur colors. They
are characteristically smaller and lighter than other races, and so
make naturally adept ninjas, spies, scouts, and pilots.
NEZUMI NAMES

Nezumi have their own language in which they name themselves,


but they often use translated names in the common tongue when
among others. Nezumi names are usually compound words that
describe the physical characteristics, personality traits, or
professional habits of the person.

Example Names: Black-nose, Greasefang, Ink-eyes, Marrow-


gnawer, Nighteyes, Silver-fur, Skullsnatcher, Stabwhisker, Split-
tail

RACIAL TRAITS

As a nezumi, you have the following traits.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if


it were bright light and in darkness as if it were dim light. You
discern colors in that darkness only as shades of gray.

Murine Talents. You have proficiency in the Perception and


Stealth skills.

Nezumi Resilience. You have resistance to poison damage


and immunity to disease, and you have advantage on saving
throws you make to avoid or end the poisoned condition on
yourself.

Nimble Escape. You can take the Disengage or Hide action as


a bonus action on each of your turns.

23

OGRE

Known as o-bakemono, the ogres of Kamigawa are more


intelligent than ogres of other worlds and possess considerable
brute cunning. They originated in the Sokenzan Mountains,
though most of their ancestors migrated to the swamps of
Takenuma. They are taller than the other humanoids on average,
with stockier builds. They have pointed ears and sharp nails, skin
tones that range from reddish browns to purplish gray, and most
have horns that protrude from their foreheads.
Traditionally, o-bakemono worshipped the oni, in contrast to
the reverence of kami spirits by other cultures. Oni manifest from
selfish and destructive concepts, which the o-bakemono view as
necessary aspects of life. Their culture is defined by such concepts,
valuing the power and strength of each individual. O-bakemono
worshipped the oni with blood rites and sacrifices of living
sentients in exchange for gifts of strength and supernatural
powers. With the advent of the Kami War, the o-bakemono
succeeded in freeing many of their oni masters from their spiritual
prisons, together hoping to reshape Kamigawa on these principles.

In the modern day, o-bakemono culture has diversified. There


are some villages and communities that still worship the oni, but
many who do not, seeing the value in peace and community.
Though they suffer a fearsome reputation, many seek to make
peace and can be found in cities such as Towashi.

OGRE .NAMES

Traditionally o-bakemono bear a single name given at birth. Some

o-bakemono may be named after infamous oni, showing their


reverence for the spirits.

Example Names: Goka, Hidetsugu, Kosei, Kuon, Muzan, Touma


Revered Oni Names: Kagemaro, Kuro, Kyoki, Seizan, Shimatsu,
Yukora

Art by Xavier Ribeiro


@lozano

RACIAL TRAITS

As an ogre, you have the following traits.


Creature Type. You are a Humanoid.
Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if —


it were bright light and in darkness as if it were dim light. You Ff '
discern colors in that darkness only as shades of gray.

Damage Dealer. When you roll a1 on a damage die for a


melee attack, you can reroll the die and use the new roll.

You can use this trait a number of times equal to your


proficiency bonus, regaining all expended uses when you finish a
long rest, and you can use it no more than once per turn. “hy

Heavy-handed. Your unarmed strikes deal 1d6 + your


Strength modifier bludgeoning damage, instead of the
bludgeoning damage normal for unarmed strikes.

Sokenzan Born. You have resistance to cold damage. You also


naturally acclimate to high altitudes, even if you've never been to
one. This includes elevations above 20,000 feet.

Natural Athlete. You have proficiency in the Athletics skill.

Powerful Build. You count as one size larger when


determining your carrying capacity and the weight you can push,
drag, or lift.

— ———

OROCHI

Orochi are anthropomorphic four-armed snakefolk who originally


inhabited the Jukai Forest of Kamigawa. Their culture revolves
around reverence for the kami of the land and nature, and their
magic is noticeably tied to the seasons. Orochi traditionally live in
colonies, built with a unique egg-like architecture. Orochi eggs are
tended by a Broodmistress and her Eggwatchers. Orochi colonies
are interestingly devoid of tombstones; by tradition, the dead are
buried with a tree sapling, so they would become a part of the
forest after death.

The orochi form three distinct tribes: the Kashi tribe, who house
and breed warriors; the Matsu tribe, who raise spies and scouts;
and the Sakura tribe, who preserve the orochi rituals and
teachings.

In ages past, the orochi had legs like any other humanoid race in
Kamigawa. After the Kami War, the orochi were forced out of their
home, and they appealed to the kami for help. The kirin answered

their call, but demanded the orochi give up their limbs as payment.

When the orochi hastily agreed, the kirin had pity on them, taking
only their legs and granting them access to greater magical power.

OROCHI NAMES

Almost all orochi have names that begin with an 'S' sound, and
often contain more than one S in the rest of the name. Orochi do
not use family names, but may use their tribe name as a surname.

Male Names: Sadao, Satoshi, Senichi, Seshiro, Sitsusuro,


Shizuko, Shoichi, Sosuke

Female Names: Sachiko, Sakiko, Sasaya, Sayuri, Setsuko,


Shidako, Shisato, Shinose
Art by Jarel Threat
@jthreat

RACIAL TRAITS

As an orochi, you have the following traits.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you
select this race.

Speed. Your walking speed is 30 feet, and you have a climbing


speed equal to your walking speed.

Bite. You have fangs that you can use to make unarmed strikes.
When you hit with them, the strike deals 1d6 + your Strength
modified piercing damage, instead of the bludgeoning damage
normal for an unarmed strike.

Darkvision. You can see in dim light within 60 feet of you as if


it were bright light and in darkness as if it were dim light. You
discern colors in that darkness only as shades of gray.

Gift of the Kirin. You know the druidcraft cantrip. Starting at


3rd level, you can cast the entangle spell with this trait. Once you
cast entangle with this trait, you can't do so again until you finish a
long rest. You can also cast it using any spell slots you have of 1st
level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for


these spells when you cast them with this trait (choose when you
select this race). ;

Orochi Build. You have two secondary arms below your


primary pair of arms, and a serpentine lower body.

Additionally, you can take the Use an Object action as a bonus


action, and you have advantage on ability checks you make to
initiate or escape a grapple. _

Poison Bite. As an action, you can make a special strike with


your Bite. If the attack hits,.it deals its normal damage, and the
target must succeed on a Constitution saving throw (DC equal to 8
+ your proficiency bonus + your Constitution modifier) or be
poisoned until the start of your next turn. You can use this trait a
number of times equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest.

26

CLASSES
HARACTERS OF ANY CLASS CAN BE FOUND IN KAMIGAWA,

though some classes are rarer than others. The following

section provides guidelines on playing certain classes in


Kamigawa.

Artificers* are quite common in Kamigawa, blending modern


technology and kami magic. Alchemists who use natural reagents
might be found among the Order of Jukai, or running local ramen
shops in the cities. Battle Smiths and Artillerists might create
automatons or origami papercraft robots and could be found
among the tinkerers of Sokenzashi, the Saiba Futurists, or the
Reckoner gangs.

Barbarians are rare and might be found among the ogres,


goblins, and Sanzoku bandits of the Sokenzan mountains. Some
might also be found in the Jukai Forest, channeling kami in their
rage (especially Path of the Ancestral Guardian‘), or as bouncers
and heavies among the Reckoner gangs of Towashi.

Bards are commonly found among the ranks of celebrity


influencers, band members, and other artists such as sculptors and
origamists who might be found in Towashi or other large cities.
They might also be found in the forests or mountains, learning art
and magic from kami.

Clerics or kannushi revere the kami, particularly powerful ones


like the Dragon Spirits, at the many shrines throughout the lands
of Kamigawa. Your DM might allow you to choose the city domain
of Unearthed Arcana: Modern Magic, which might be a kannushi
who reveres a kami of technology or progress.

Druids or yamabushi are most in tune with nature, respecting


it and drawing magic from the kami of the elements. Most druids
would be at home in the Jukai Forest or the Sokenzan mountains.
Druids of the Circle of Sporest might be insect-shamans, taught by
the nezumi of the Takenuma swamps.

Fighters are quite common in Kamigawa; the Imperials,


Reckoner gangs, and all other factions all employ some kind of
muscle. Samurai are especially favored and renowned in
Kamigawa.

Monks who seek enlightenment, such as the Way of Mercy*,


are called budoka and might be found among the Jukai Order or
Living Historians. Other monks might be ninjas or shinobi,
employed by Reckoner gangs in Towashi or by the Futurists.

Paladins would be similar to Samurai, those who swear oaths


of honor and fight for a cause. The oaths of Conquestt or Devotion
might be loyal to the Empire, while the oaths of Ancients or
Watchers* might be warriors who fight against or alongside kami.

* This class option appears in Tasha's Cauldron of Everything.


t This class option appears in Xanathar's Guide to Everything

Rangers might be found among the Jukai Order as defenders


of the forest. A Swarmkeeper* or Beast Master might be bonded to
a particular kami, while a Fey Wanderer* or Horizon Walker*
might be a defender of merge-gates.

Rogues might be ninjas employed by Reckoner gangs in


Towashi, or corporate spies employed by the Futurists or by the
Empire itself.

Sorcerers are spellcasters with an innate magical ability, and


their bloodline might represent a powerful spellcasting ancestor or
a kami bonded to familial line.

Warlocks learn from or draw their power from spirits, and


might be someone with a bond to a great kami or oni. Your DM
might allow you to choose the Ghost in Machine patron from
Unearthed Arcana: Modern Magic, which might represent a kami
trapped in a piece of technology.

Wizards or jushi study arcane knowledge to gain magic. They


might be students of a magical school, such as Minamo Academy,
Shinka Keep, or the hidden Temple of the Black Scroll. Jushi might
instead obtain knowledge from ancient scrolls, or even make use of
Futurist technology. Your DM might allow you to choose the
Technomancy tradition from Unearthed Arcana: Modern Magic.

Art by Andrew Mar

@andrewkmar

BACKGROUNDS

HIS SECTION PRESENTS SEVEN SAMPLE BACKGROUNDS YOU


I can choose from to reflect a character from Kamigawa. The
backgrounds in this section provide features, proficiencies,
and equipment. This section also presents suggestions for adapting
some of the backgrounds from the Player's Handbook to tie them

| more closely to Kamigawa.

HACKER

You have embraced the modern age and the advent of technology,
and understand how to use it to your advantage. As a hacker, you
are adept at breaking into networks and systems, and overriding
technological devices. Perhaps you are working for one of the
Reckoner gangs or the Saiba Futurists, or perhaps you are a lone
wolf using your skills for your own ends.
Skill Proficiencies: Arcana, Investigation

Tool Proficiencies: Hacking tools, thieves’ tools

Equipment: Hacking tools, a face mask, a set of dark common


clothes including a hood, and a belt pouch containing 15 gp

FEATURE: USERNAME

You have created a faceless network persona tied to your hacking


exploits, and are acquainted with other like-minded hackers who
are friendly to this persona. Additionally, you can forge digital
documents and identification, as long as you have seen an example
of the kind of document you are trying to copy.

IMPERIAL BUSHI

You are a graduate of the Imperial Golden-Tail Academy, a


kitsune-run school that trains Kamigawa's best Samurai. You are
well respected and expected to uphold the law of the Empire and
balance between mortals and kami.

Skill Proficiencies: Athletics, plus one of your choice from


History, Intimidation, Insight, or Persuasion

Tool Proficiencies: One type of gaming set, vehicles (land)

Equipment: An insignia of rank (usually attached to or


incorporated into your weapon hilt), a gaming set (one of your
choice), a set of common clothes, and a belt pouch containing 10

gp.
FEATURE: IMPERIAL

You have an established place in the hierarchy of the Empire. You


can requisition simple equipment for temporary use, and you can
gain access to any Imperial outpost in Kamigawa, where you can
rest in safety and receive the attention of medics. You are also paid
a salary of 1 gp per week, which, combined with free lodging in an
outpost, enables you to maintain a poor lifestyle between
adventures.

VARIANT FEATURE: BLACKMAIL


If your character has a hacker background, you may select
this background feature instead of Username.

You can exert leverage over one or more Imperial


commoners and demand their help as needs warrant,
provided you have access to your hacking tools. For example,
you can have a message carried across a neighborhood,
procure a short carriage ride without paying, or have others
clean up a bloody mess you left in an alley. The DM decides if
your demands are reasonable and if there is sufficient data to
blackmail them with.

VARIANT FEATURE: ENFORCER


If your character has an imperial bushi background, :-you may
select this background feature instead of Imperial.

As an enforcer of the Imperials, you have the authority to


arrest criminals. In the absence of other authorities, you are
authorized to pass judgement and even carry out sentencing.
If you abuse this power, however, your superiors in Eiganjo
might strip it from you.

Art by Chris Rahry


@ChrisRahnAry

INTERCESSOR

You stand in the gap between Kakuriyo and Utsushiyo,


understanding both worlds. Perhaps you are an official Imperial
Intercessor, or perhaps you are a Jukai Merge Keeper or even ,
Saiba researcher, using your knowledge of kami to preserve the
spirit world or to profit from it.

Skill Proficiencies: Religion, Persuasion

Tool Proficiencies: One type of artisan's tools, one type of


musical instrument

Equipment: A musical instrument (one of your choice), a wand


with white paper streamers, a bottle of rice wine, vestments, a
set of common clothes, and a belt pouch containing 5 gp

FEATURE: KAKURIYO CONNECTION

Your mannerisms and knowledge of kami customs are recognized


by natives of the Kakuriyo, who see you as one of their own.
Because of this, friendly kami spirits are inclined to come to your
aid if you need help near a merge gate or shrine.

LIVING HISTORIAN

You were trained in the ways of the Living Historians, preservers


of history in ink. As a member of their order, you were given the
tattoos that mark Kamigawa's history. Perhaps you remain with
them still, or perhaps you forge your own path to not only record
history, but make it.
Skill Proficiencies: History, Religion

Tool Proficiencies: Calligrapher's tools, tattooist's tools

Equipment: A copy of Azusa's diary (a sacred prayer book),


tattooist's tools, a set of traveler's clothes, and a belt pouch
containing 10 gp

FEATURE: LIVING HISTORY

You have tattoos of Kamigawa's history on your skin. When you


enter a location of historical significance, your tattoos come to life
to tell the story of the location's original purpose and important
events. In addition, they can help you identify art objects and other
items of cultural importance.

MOTHRIDER

You have been given the training of the Eiganjo Mothriders, who
tamed the Imperial Moths and use them as mounts. Perhaps you
uphold the tenets of the Empire, or perhaps you and your moth
have ridden to other lands to seek your own path.

Skill Proficiencies: Acrobatics, Animal Handling

Tool Proficiencies: Choose two from among navigator's tools,


poisoner's kit, and weaver's tools

Equipment: A riding saddle, 10 days of animal feed, a pair of


goggles, a set of traveler's clothes, and a belt pouch containing
10 gp

FEATURE: EIGANJO MOTH

Over the years, you have befriended an imperial moth (see


chapter 6). The moth acts independently of you, but regards you as
an ally. If you are incapacitated or absent, the moth flees. If the
moth dies, you have advantage on any Wisdom (Animal Handling)
or Charisma check you make to befriend another imperial moth.

PILOT

You are a skilled pilot, of mechs or other vehicles. Pilots are sought
after by nearly every faction, and often make their own
independent names for themselves as racers, criminals, or even
vigilantes.

Skill Proficiencies: Acrobatics, Arcana

_ Tool Proficiencies: Navigator's tools, vehicles (land or air)


_ Equipment: Navigator's tools, a pair of goggles, a lucky charm
such as a maneki-neko, a pilot's jumpsuit (traveler's clothes),
and a belt pouch containing 10 gp

FEATURE: MECH TECH

Whenever you make a Dexterity or Intelligence check related to


_ piloting or repairing a vehicle with which you are proficient, you
can add twice your proficiency bonus, instead of any proficiency
__ bonus you normally apply.

RECKONER

The reckoner gangs of Kamigawa are ancient and feared. Perhaps


you joined them seeking glory, or perhaps it was a necessity to
survive in the Undercity. Your tattoos now mark you, with honor if
you climb their ranks, or as a traitor if you try to leave.

Skill Proficiencies: Intimidation, plus one of your choice from


either Athletics or Stealth

Tool Proficiencies: Choose two from among one type of gaming


set, tattooist's tools, poisoner's kit, and vehicles (land)

Equipment: Your choice of tattooist's tools or a poisoner's kit,


one gaming set, an oni mask, a dark set of common clothes
including a hood or straw hat, and a belt pouch containing 15 gp

FEATURE: RECKONING

No matter where you go, your tattoos mark you as a member of a


reckoner gang. You can get away with minor criminal offenses,
such as refusing to pay for food at a restaurant or breaking down a
door at a local shop, if no legal authorities witness the crime. Most
people are too daunted by you to report your wrongdoing to the
Imperials.

RECKONER GANG

There are a number of notable Reckoner gangs. Roll or choose the


gang from the Reckoner Gangs table to determine which gang you
are an initiate of.

RECKONER GANGS

D4 GANG
A Dokuchi—A ninja gang that silences and strikes from
shadow
5 Hyozan—Specialize in poisons, illegal enhancements,
and magic tattoos
3 Mukotai—Tech users that specialize in stealth and
subterfuge
4 Okiba—An exclusively nezumi biker gang

Art by Jeham Chog,


@stylorer

ADAPTING
BACKGROUNDS

The following existing backgrounds found in the Player's


Handbook can be adapted to better represent characters from
Kamigawa. As Kamigawa is not a plane with a variety of languages,
if a background gives access to a language, you can choose a tool

”. proficiency instead.

ARTISAN (GUILD ARTISAN)

You are a merchant, mechanic, or inventor. Your business dealings


extend to the major cities; Towashi, Otawara, and/or Sokenzashi.
You can select a modern Specialty, such as Mechanics, Engineers,
and Network Technicians.

VARIANT FEATURE: SUPPLY CHAIN

You have connections with wholesalers, suppliers, and other


merchants and entrepreneurs. You can call upon these
connections when looking for items or information.

BUDOKA (HERMIT)

You are a monk, or budoka, who has dedicated your life to


contemplation and meditation. Perhaps you retreated from the
bustle of technology to the Jukai Forest or Sokenzan mountains.
Your Discovery is likely linked to a revelation from the kami or the
spirit world.

CELEBRITY (ENTERTAINER)

In the modern era, entertainers can become famous by recording


holo-vids on the Network Terminals found in Towashi, becoming
celebrity influencers that garner cult followings. The koto and
onpu are new musical instruments you can choose from. You can
also replace the musical instrument in your equipment package
with an artisan's tool.
FOLK HERO

Kamigawa is home to the common folk and many villages, such as


the metropolis of Towashi, the mountain city of Sokenzashi,
kitsune and nezumi villages, and orochi colonies. You can replace
the iron pot and shovel in your equipment package with-a block
and tackle, climber's kit, fishing tackle, net, or sickle.

KANNUSHI (ACOLYTE)

You are an acolyte of the kami. Work with your DM to determine


what kami you serve; you can find information on notable kami in
chapter 6. Though you serve a particular kami, your Shelter of the
Faithful feature will likely work at any kami shrine, provided that
the shrine is not dedicated to a kami with a cause antithetical to
yours. Replace the holy symbol in your equipment package with a
gohei. It is a wand or staff with white paper streamers, used in
rituals to worship the kami. A spellcaster who draws magic from
kami can use a gohei as a spellcasting focus.

The nobility of Kamigawa are often humans of renowned clans or


members of other races that are related to important historical
lineages. Replace the signet ring in your equipment package with
sealing wax and a stone seal of your family's or ancestor's name. ‘As
you work with your DM to determine your title and family if you
have access to MAGIC: THE GATHERING cards from the Neon
Dynasty set or Kamigawa block, consider choosing an ancestor or
relative from among the legendary creature cards in those sets.

OUTLANDER

The outlands of Kamigawa include the Jukai Forest, the Takenuma


swamps, and the Sokenzan mountains. Perhaps you are from an
akki or o-bakemono tribe, a nezumi village, or an orochi colony.
You can replace the trophy in your equipment package with a
bullseye lantern, climber's kit, fishing tackle, or net.

SAGE

You have dedicated your life to research. Perhaps you are a student
of Minamo Academy or Shinka Keep, or perhaps you are a
researcher in the floating city of Otawara. Your Researcher feature
will likely direct you to one of these locations, or toakamiof
knowledge.

SCROUNGER (URCHIN)

You grew up in the Undercity of Towashi, and quickly learned to


fend for yourself. The map in your equipment package is a map of
Towashi, and you can replace the pet mouse with a Tiny origami
drone or friendly kami.

When you use your City Secrets in Towashi, you find


underground passages through the Undercity. The paths of the
Undercity are haunted by dangers that rarely brave the light of the
surface world, so your journey isn't guaranteed to be safe.

Artby Jehan Choos


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Art (previous) by Tuan Duong Chi)

@duongcy

MAGIC ITEMS

HIS SECTION PRESENTS SOME MAGIC ITEMS THAT CAN BE


found in Kamigawa. Some of these items, along with a few

from the Dungeon Master's Guide (DMG) and Tasha's

ANCESTRAL KATANA
Weapon (longsword), legendary (requires attunement by a
barbarian, fighter, paladin, ranger, or warlock)

7
Art by Evyit Long,

evynfong)

Cauldron of Everything (TCE), can be purchased in Towashi or


~ Sokenzashi using the prices in the Magic Items for Sale table.

MAGIC ITEMS FOR SALE

While anyone can pass on a sword, an ancestral katana is one that


has remained with a clan, tribe, or family line for generations,
being well maintained and repaired. It is believed that the blade

ITEM RARITY COST has a kami in Kakuriyo that embodies the honor the family shows
= their ancestors and gives the blade its strength.
Assassin's Ink Tattoo Uncommon 3008P An ancestral katana passes down from parent to
child, though
Barrier Tattoo (Small; TCE) Uncommon 300gp this relation does not have to be by
blood. If the bearer dies,
Chock Canine 50gp another heir can claim the blade. If no worthy heir exists, the
- sword loses its magic and becomes a normal longsword, fading
Communicator Uncommon 150gp into obscurity.
Coiling Grasp Tattoo (TCE) Uncommon 300gp You gain a +2 bonus to attack and damage
rolls made with this
Cybernetic Limb lincomiion 300gp magic Weapon It pag the follwing bd properties.
IDG oy Aa Tepa oT ALOE ONTO aRCOMon 1508p ge While you are holding this longsword,
you gain a +1
Eldritch Claw Tattoo (TCE) Uncommon 300gp Battdjutsu. When you draw this longsword
as part of the first
Energy Blade Uncommon 300gp attack you make on your first turn in combat and hit a
creature,
F the longsword deals an extra 3d8 damage.
Goggies oj ign teMe) Dacounen *508P You Are Already Dead. When you attack a Large
or smaller
Info Tablet Common 50gP creature with this longsword and roll a 20 on the attack
roll, you
Inkrise Tattoo Uncommon 300gp cut straight through the creature, bisecting and
slaying it. A
5 creature is immune to this effect if it is immune to slashing

Med-tech Kit Uncommon 150gp ; :

damage, is formless, amorphous, or incorporeal, can regenerate,


Mnemonic Sphere Common 100gp has legendary actions, or the DM otherwise decides the
creature
Noise Suppressor Common 100gp cannot be killed by bisection. Such a creature
instead takes an
Prosthetic Limb (TCE) eon, 100gp extra 3d8 slashing damage from the hit.
Spellwrought Tattoo Common 50gp ASSASSIN'S INK TATTOO
(ist-level Spell; TCE) Wondrous item (tattoo), uncommon (requires attunement)
Ventilating Mask Uncommon = 300gp Produced by a special needle, this magic tattoo
depicts various
Wind Fan (DMG) Uncommon 300gp beasts, kami, and oni in the ukiyo-e style.
Wrist Mount Common 50gp Tattoo Attunement. To attune to this item, you hold the

needle to your skin where you want the tattoo to appear, pressing
the needle there throughout the attunement process. When the
attunement is complete, the needle turns into the ink that becomes
the tattoo, which appears on the skin. ‘

If your attunement to the tattoo ends, the tattoo vanishes, and


the needle reappears in your space.

Otherworldly Assassin. The tattoo has 3 charges, and it


regains all expended charges daily at dawn. As an action while the
tattoo is on your skin, you can expend 1 of the tattoo's charges to
cause a kami to emerge from the tattoo and lunge at one creature
you can see within 60 feet of you. The target must make a DC 14
Constitution saving throw. On a failed save, the creature takes 2d6
poison damage and is poisoned for 1 minute. On a successful save,
the creature takes half damage and isn't poisoned. A poisoned
creature can repeat the saving.throw at the end of each of its turns,
ending the effect on itself on a success.

BLADE OF THE ONI

Weapon (greatsword), legendary (requires attunement)

A blade of the oni is an ogre-forged weapon of obsidian, fashioned

with menacing spikes.

You gain a +3 bonus to attack and damage rolls made with this
magic weapon. It has the following additional properties.

Sentience. A blade of the oni is a sentient neutral evil weapon


with an Intelligence of 14, a Wisdom of 12, and a Charisma of 15. It
has hearing and darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a


tingling sensation through the wielder's hand when it wants to
communicate something it has sensed.

Personality. A blade of the oni is possessed by an oni, and as


such embodies selfish aspects. It values these qualities in others
and bonds well with a wielder who displays them, while showing
contempt for wielders who are self-sacrificial for others.

Reconfigure. If you use an action to speak the command word


and throw the sword to a point on the ground within 60 feet of
you, the sword becomes an oni. You gain no special power over
the creature, and it is free to act as the DM deems appropriate. It
might leave, attack you, or help you.

The oni exists-for 1 hour. At the end of the duration, the creature
reverts to its sword form. It reverts to a sword early if it drops to 0
hit points or if you use an action while touching it. When the
creature becomes a sword again, its property can't be used again
until the next dawn.

Curse. This greatsword is cursed, and becoming attuned to it


extends the curse to you. With each passing day while you are
cursed, your physical appearance changes to become more like an
oni spirit. After seven days, a third eye opens vertically on your
forehead, recognizable as the mark of the oni. Thereafter, your
creature type changes to Fiend for as long as you remain cursed.

COMMUNICATOR

Wondrous item, uncommon

A communicator is a pocket-sized electronic device used for


instantaneous communication. The communicator can be keyed to
a creature’s fingerprint or semblance. An unauthorized creature
proficient with hacking tools can bypass this key with a successful
DC 15 Intelligence check.

Send a Message. You can touch the communicator and use


your action to cast the sending spell from it. The target is another
communicator whose unique sequence of numbers you know. To
do so, you type the message into the communicator's holographic
interface. Your message appears in the holographic interface of the
target communicator and can be viewed by any creature holding it.
The message remains in the communicator until a creature uses its
action to delete it.

Make a Call. You can touch the communicator and use your
action to attempt to cast magic mouth from it. The target is
another communicator whose unique sequence of numbers you
_ know. A creature holding the target communicator may accept or
_ refuse your call. If they accept, you cast the spell and it triggers

CHOCHIN

Wondrous item, common

The chochin is a paper lantern that uses magic instead of oil. When
lit, the lantern sheds bright light in a 30-foot radius and dim light —
for an additional 30 feet. As an action, you can turn the lantern

light on or off.

CYBERNETIC LIMB

Wondrous item, uncommon (requires attunement) f


Fd
|

This item functions as a normal prosthetic limb*. If you are |


attuned to it, you gain a +1 bonus to AC and saving throws while it
is attached.

DIVING TOP

Wondrous item, very rare

The divining top is a tiny brass spinning top with cryptic markings,
connected to the spirit world. By spinning the top and watching
how it spins and where it lands, you can predict the future.

The top has 3 charges, and regains all expended charges daily at
dawn. You can cast the following spells from it, expending the
necessary number of charges: augury (2 charges), find traps (2
charges), divination (4 charges). The top regains 1d4 + 3 expended
charges daily at dawn.

EATER OF VIRTUE

Weapon (longsword), legendary (requires attunement)

This legendary katana is infamous for its curse. The eater of virtue
has one rune on its blade for each creature that has died wielding it
(typically 1d4 + 1). The first rune always grants a +1 bonus to
attack and damage rolls made with this magic weapon. Each rune
beyond the first grants the eater of virtue an additional property.
The DM chooses each property or determines it randomly on the
Eaten Virtues table.

EATEN VIRTUES
D6 PROPERTY

Increase the bonus to attack and damage rolls by 1, toa


1 maximum of +3. Reroll if the eater of virtue already has
a +3 bonus.

The eater of virtue functions as a defender.


3 The eater of virtue functions as a weapon of warning.
4 The eater of virtue functions as a sword of life stealing.

While you are holding the eater of virtue, you have a


5 flying speed equal to your walking speed. If you already
have a flying speed, that speed increases by 20 feet.
6 The eater of virtue functions as a sword of sharpness.
While you are holding the eater of virtue, you have

7 advantage on saving throws against spells.


The eater of virtue has the thrown property with a
8 normal range of 20 feet and a long range of 60 feet.

Immediately after you make a ranged attack with this


magic weapon, it flies back to your hand.

ae

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ENERGY BLADE
Weapon (dagger, greatsword, longsword, rapier, scimitar, or
shortsword), uncommon

This item appears to be a sword hilt. While grasping the hilt, you
can use a bonus action to cause a blade of pure radiance to spring
into existence, or make the blade disappear.

You gain a +1 bonus to attack and damage rolls made with this
weapon, which deals radiant damage instead of its normal damage
type.

The sword's luminous blade emits bright light in a 15-foot radius


and dim light for an additional 15 feet.

KOMAINU BATTLE ARMOR

Wondrous item, legendary (requires attunement)

Komainu are guardian lion statues often placed at kami shrines.


While originally made of stone, the modern age of Kamigawa has
seen them become mechanized constructs that can actually guard
and defend the shrines. They can also transform into suits of
armor to protect and empower kami intercessors.

Battle Armor. While you are attuned to the komainu and


touching it, you can use an action to don or doff it.

While wearing the komainu battle armor, you gain the following
benefits:
e The armor attaches to you and can't be removed against your
will. It also expands to cover your entire body, although you can
retract or deploy the helmet as a bonus action.

¢ Your walking speed is walking 50 ft.

- You gain a +2 bonus to AC.

¢ The armor includes gauntlets, which you can use to make


unarmed strikes. If you hit with them, the strike deals 1d8
slashing damage, instead of bludgeoning damage normal for an
unarmed strike.

Reconfigure. If you use an action to speak the command


word, the armor leaves you and becomes a lion, except it's a
Construct, it's immune to poison damage and the poisoned
condition, and it doesn't require air, food, drink, or sleep. The
creature appears in an unoccupied space within 5 feet of you.

The creature is friendly to you and your companions. It


understands your languages and obeys your spoken commands. If
you issue no commands, the creature defends itself but takes no
other actions.

The creature reverts to its magic item form if it drops to o hit


points or if you use an action while touching it. When the creature
becomes armor again, its property can't be used again until the
next dawn.

INFO TABLET

Wondrous item, common

This handheld device is approximately the size of a sheet of paper


and is used to store and view vast amounts of data and perform

calculations. The info tablet can be keyed to a creature’s


fingerprint or semblance. An unauthorized creature proficient with

hacking tools can bypass this key with a successful DC 15


Intelligence check.

INKRISE TATTOO

Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts a pair of


wings that cover your back.

Tattoo Attunement. To attune to this item, you hold the


needle to your skin where you want the tattoo to appear, pressing
the needle there throughout the attunement process. When the
attunement is complete, the needle turns into the ink that becomes
the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and


the needle reappears in-your space.

Inkrise. While the tattoo is on your skin, you can use an action
to cause the tattoo to extrude a pair of inky, glowing bat wings or
bird wings on your back for 1 hour or until you use your action to
retract them. The wings give you a flying speed of 30 feet.

KUSARI-FUNDO

Weapon (chain whip), rare (requires attunement)

The kusari-fundo has 3 charges. When you hita creature with an


attack made with the kusari-fundo, you can expend one or more
charges to deal an additional 1d6 force damage for each charge
expended.

When you miss an attack with the kusari-fundo, it regains 1


charge.

MED-TECH KIT

Wondrous item, uncommon

This medical kit contains bandages, splits, and stimulants. It


functions as a normal healer's kit, with the following additional
property: As an action, you can expend one use of the kit to cast
one of the following spells from it: cure wounds, detect poison and
disease, lesser restoration, or protection from poison.

MISTCLOAK

Wondrous item, rare (requires attunement)

This luminous cloak is woven with threads from the spirit world
and has 3 charges. While wearing it, you can use an action to
expend 1 of its charges.to cast the invisibility spell on yoursel
from it. ;

The cloak regains 1d3 expended charges daily at dawn. If you


expend the cloak's last charge, roll a d2o0. On a 1, the cloak falls to
tatters and is destroyed.

MNEMONIC SPHERE
Wondrous item, common

The mnemonic sphere is a device created by the Saiba Futurists to

secretly store their secrets. It appears as a Tiny metal sphere with


glowing lights, but it can be disguised or hidden inside another
object.

While holding the mnemonic sphere, you can use your action to
store a memory, idea, or message from your mind into the sphere.
The sphere can hold only one such memory, idea, or message at a
time.

If you use the mnemonic sphere while concentrating on a spell


or an ability that allows you to read or manipulate the thoughts of
others (such as detect thoughts or modify memory), you can store
the thoughts or memories you read, rather than your own.

Casting the identify or detect thoughts spell while holding a


mnemonic sphere allows you to instantly receive whatever
memory, idea, or message the mnemonic sphere contains.

MOONRING MIRROR

Wondrous item, very rare (requires attunement by a spellcaster)

The moonring mirror is a handheld mirror made by the Soratami.

Reflection. You can see the reflection of invisible creatures in


the mirror, and the reflections of shapechangers or creatures
transformed by magic depict their true form.

Magic Mirror. The mirror has 6 charges, and regains 1d6


expended charges daily at dawn. While holding it, you can use an
action to expend some of its charges to cast one of the following
spells: blink (3 charges), hallucinatory terrain (4 charges), mirror
image (2 charges).

Mirror Breaker. The mirror is a tiny object that has AC 13, 1


hit point, and immunity to psychic and poison damage.

If the mirror is destroyed while you are attuned to it, a reflection


of you appears in an empty space within 5 feet of the mirror. The
reflection's appearance, game statistics, and equipment are
identical to yours. The reflection is a kami that manifests from
Kakuriyo, and embodies either your best or worst qualities at the
DM's discretion.

NOISE SUPPRESSOR
Wondrous item, common

The Noise Suppressor is a Tiny silencing device that can be held or

incorporated into a wrist-mount. While holding it, you can use an


action to make a 10 foot cube area centered on the device

magically secure. Sound can't pass through the barrier at the edge
of the cube. The cube lasts until you use an action to disengage it.

RETINA LENSES

Wondrous item, very rare (requires attunement)

These translucent lenses are placed over the eyes and provide a
heads-up display in your field of view. While wearing the lenses,
you can use an action to cast one of the following spells from it:
darkvision, detect magic, on/off,” or, remote access.*

THE REALITY CHIP

Wondrous item, artifact (requires attunement)

The reality chip is an illegal bio-enhancement created by the


moonfolk futurist Tameshi with help from a being from another
plane. The chip is rumored to be able to influence the physics of
reality. It appears as a Tiny computer chip with translucent wire-
like arms. It superficially resembles a jellyfish.
While attuned to the reality chip, you gaina +3 bonus to AC, and _ . é
you can read, write, and understand Phyrexian. When you attune | F

to the reality chip, the chip's arms attach to your skin.

Spells. The chip has 5 charges, and regains 1d4 + 1 expended


charges daily at dawn. While holding it, you can use an action to
expend some of its charges to cast one of the following spells: A
dominate beast (2 charges), dominate person (2 charges),
creation (2 charges), dominate monster (3 charges), reverse
gravity (3 charges).

Curse. While attuned to the reality chip, you suffer frequent


visions and nightmares of the Phyrexian Jin-Gitaxis.

Reconfigure. If you use an action to speak the command word


and throw the reality chip to a point on the ground within 60 feet
of you, it becomes a creature with the statistics of a sea horse,
except it's a Construct, it's immune to poison damage and the
poisoned condition,.and it doesn't require air, food, drink, or sleep.

The creature is friendly to you and your companions. It


understands your languages and obeys your spoken commands. If
you issue no commands, the creature defends itself but takes no
other actions.

The creature reverts to its magic item form if it drops to o hit


points or if you use an action while touching it. When the creature
becomes armor again, its property can't be used again until the
next dawn.

VENTILATING MASK

Wondrous item, uncommon (requires attunement)

This face mask depicts an oni, kitsune, or tengu and has glowing
respirators near the mouth.

While wearing the mask, you have advantage on saving throws


against harmful gases such as those created by a cloudkill spell, a
stinking cloud spell, inhaled poisons, and gaseous breath weapons.

WRIST-MOUNT

Wondrous item, common

This wrist-mounted device functions as a simple data storage


device, and can project images and video as three-dimensional
holograms. It is commonly used to store a holo-ID, a credit chip,
and access keycards. The wrist-mount can be keyed to a creature’s
fingerprint or semblance. An unauthorized creature proficient with
hacking tools can bypass this key with a successful DC 15
Intelligence check.

*The on/off and remote access spells appear in Unearthed


Arcana: Modern Magic.

ADVENTURING GEAR

that can be found while adventuring in Kamigawa, or

T HIS SECTION PRESENTS A SELECTION OF NONMAGICAL ITEMS


purchased using the table below.

‘Blinding Powder 7 50gp 7 ilb -


Bolas Bolt (5) 1gp ilb.

Credit chip 5sp 1)b.


Holo-cards 1gp =
Koto 25gp 10 lb.

Onpu 25gp 1|b.

Gohei 15gp 1b.


Hacking tools 30gp 1|b.
Tattooist's tools 10gp 5 lb.

BLINDING POWDER

Adventuring gear

As an action, you can throw the powder in this pouch at a creature

within 5 feet of you. Make a ranged attack against the creature,


treating the sand as an improvised weapon. On a hit, the target is
blinded. A creature can end this blinded condition by using its
action to make a DC 10 Dexterity check to clear the powder from
their eyes.

Art by Dominik Mayer


@dtmayer

BOLAS BOLT

Ammunition

A large or smaller creature hit by a bolas bolt fired from a


crossbow must succeed on a DC 10 Dexterity saving throw or be
knocked prone and restrained. A creature can use its action to
make a DC 10 Dexterity check, freeing itself or another creature
within its reach on a success.

CREDIT CHIP

Adventuring gear

Credit chips are issued after someone makes a deposit of funds to a


bank in Towashi. The chip serves to wirelessly access funds,
preventing the need for carrying around large amounts of coins or
bank notes.

HOLO-CARDS

Gaming set
Holo-cards is a collectible trading card game, based on
summoning creatures and casting spells depicted on cards, dealing
damage to an opponent’s “life total” to reduce it from 20 to 0.

KOTO

Musical instrument

The koto is a plucked half-tube zither-like instrument. The most


common type uses 13 strings strung over movable bridges used for
tuning.

ONPU

Musical instrument

oot

A new and experimental technology, the onpu is a handheld globe


device with numerous buttons on it, each of which plays a different
electronic note.

GOHEI |

Spellcasting focus

A gohei is a wand or staff with white paper streamers, used in


rituals to worship the kami. A spellcaster who draws magic from
kami can use a gohei as a spellcasting focus.

HACKING TOOLS

Tools

This kit contains the hardware and software necessary to allow


access into most computer systems and electronic devices.
Proficiency with hacking tools lets you add your proficiency bonus
to any Intelligence checks you make to connect to or make use of a
computer system or electronic device. The kit fits snugly in a
backpack or toolbox.

TATTOOIST'S TOOLS }
Tools

Tattooing involves inking the skin to create permanent markings,


including writing and art. Tattooing can take a few hours of work,
depending on the size and complexity of the tattoo.

WEAPONS

unique to Kamigawa. Other weapons in Kamigawa might


be named according to the Wuxia Weapon Names table
(Japan) in the Dungeon Master's Guide.

T: NEW WEAPONS TABLE SHOWS A SELECTION OF WEAPONS

NEW WEAPONS

WEAPON COST DAMAGE

Simple Melee Weapons

Neko-te 2gp 1d4 slashing 1|b.


Martial Melee Weapons

Chain Whip 30gp 1id6bludgeoning 6 |b.


Sai 12gp 1d4 piercing 1|b.
War Fan 5gp 1d6 slashing 8 lb.
Martial Ranged Weapons

Rope Dart 20gp___1d6 piercing 6 lb.


Firearm Ranged Weapons

Plasma Cannon 500gp 1di2 radiant 10 lb.


Ammunition

| Plasma Cartridge (10) 3gpP — 2 |b.

CHAIN WHIP

A chain whip is a 10 foot length of chain, with weights affixed to


either end.

A chain whip counts as a monk weapon.

NEKO—TE

Neko-te are gauntlets with sharp claws in the palms, used for
climbing.
You cannot be disarmed of neko-te unless you are incapacitated.
While wielding neko-te, you have a climbing speed equal to your
walking speed.

riby Chris Rani

@ChrisRa Arh

WEIGHT PROPERTIES

Light, special

Finesse, reach, special


Finesse, light, special
Finesse, special

Special, thrown (range 10/20), two-handed

Ammunition (range 40/120), heavy, loading, two-handed

ROPE DART

The rope dart consists of a piercing blade affixed to the end of a


length of rope. The rope can be swung around the body, using the
arms and legs as pivot points to build momentum. As the rope
unwinds, the blade can be flung at nearby foes.

After making a ranged attack with a rope dart, it immediately


returns to your hand.

SAI

A sai dagger has two sideprongs projecting from the hilt.

While wielding a sai dagger, you can use your reaction to attempt
to deflect a weapon when you are hit by a melee weapon attack.
When you do so, the damage you take from the attack is reduced
by 1d4 + your Dexterity modifier. If you are proficient with the sai
dagger, you may also add your proficiency bonus to the roll. If you
reduce the damage to 0, you may make a single melee weapon
attack against the attacker, as part of the same reaction.

WAR FAN
A war fan appears as a folding handheld paper fan, but is made
from metal.

While wielding a war fan, you gain +1 bonus to AC. You cannot
gain this benefit if you are using a shield.

SPELLS

HE SPELLS PRESENTED IN THIS SECTION ARE AVAILABLE TO


spellcasters in Kamigawa. The spells also appear on the
class spell lists indicated in the Spells table below. Your DM

might also allow you to choose spells featured in Unearthed


Arcana: Modern Magic.

SPELLS

LEVEL SPELL SCHOOL CLASS


ist Lucky Offering Divination ae stale
ist OkibaSalvage Evocation ene
ist Voltage Surge Evocation eS

Bard, Cleric,

2nd Kami's Flare Conjuration Druid, Wizard


2nd SeismicWave Transmutation Bard, Druid,
Sorcerer, Wizard
SRST
2nd ShortCircuit Enchantment Artificer,
Wizard
Tamiyo's ._ Artificer,*
3rd Saga ean Transmutation Wizard
4th Soul Transfer Necromancy Warlock, Wizard
4th Summon Plant Conjuration Druid, Ranger
Malicious . Artificer,*
pu Malfuction Sea ep Warlock, Wizard

* The artificer class appears in Tasha's.Cauldron of Everything


and Eberron: Rising from the Last War.

SPELL DESCRIPTIONS

The spells are presented in alphabetical order.

KAMI'S FLARE
2nd-level Conjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You call forth a Tiny kami of fire. It flits around you in your space
for the duration, and sheds bright light in a 5 foot radius and dim
light for an additional 5 feet. The kami grants you resistance to fire
_ damage.

Once before the spell ends, you can use an action to direct the
kami to throw a stream of flame in a 30-foot line. Each creature in
_ that area must make a Dexterity saving throw, taking 2d6 fire
damage on a failed save, or half as much damage on a successful
one. The spell then ends.

At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d6 for each slot level
_ above 2nd.

Art (previous) by J

LUCKY OFFERING

ist-level Divination

Casting Time: 1 action )


Range: Self F |
Components: V, S, M (acoin witha hole punchedinthecenter, § | |
worth at least 1cp, which the spell consumes) |
Duration: 1 minute |

You present the coin as an offering to a kami spirit, who bestows


you a bit of luck in exchange. When you make an attack roll, an

ability check, or a saving throw before the spell ends, you can |
dismiss this spell on yourself to gain advantage on the roll.

When you dismiss this spell on yourself, you gain temporary hit
points equal to your spellcasting bonus.

MALICIOUS MALFUNCTION

5th-level Transmutation
Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a flask of oil)


Duration: Concentration, up to 1 minute

You infuse a flask of oil with infectious magic from another plane
and transfer it into technology around you. Choose one electronic
device or magic item you can see in range. Until the spell ends, an
affected electronic device is inoperable, and a magic item that isn't
an artifact has its magical properties suppressed.

A creature holding or carrying the object when you cast the spell
must succeed on a Constitution saving throw or become poisoned
for the duration. While poisoned this way, the creature is unable to
release or remove the chosen object.

At the end of each of the poisoned creature's turns, it must make


a Constitution saving throw. On a failed save, the creature takes
4d6 necrotic damage. If it successfully saves against this spell three
times, the spell ends on the creature.

At Higher Levels. When you cast this spell using a spell slot of
6th level or higher, you can target one additional object for each
slot level above 5th.

OKIBA SALVAGE

1st-level Evocation (ritual)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a wrench)
Duration: Instantaneous

You magically repair a broken object, vehicle, or Construct you can


see in range. If the target is a Construct that died within the last
minute, it returns.to life with o hit points and is unconscious. If
the creature has been dead for longer than 1 minute, this spell has
no effect.

If the target is an object or vehicle, it is repaired and regains hit


points equal to 1d6 + your spellcasting modifier. If the target was
broken apart, this spell reattaches the pieces, provided all the
pieces are within range. This spell leaves no trace of damage.

SEISMIC WAVE
2nd-level Transmutation

Casting Time: 1 action


Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

You slam the ground, causing a rippling shockwave to emit from


you along the ground in a 15-foot cone. Each creature in that area
must make a Dexterity saving throw. On a failed save, a creature
takes 3d6 bludgeoning damage and is knocked prone. On a
successful save, a creature takes half that damage and isn't
knocked prone. Structures and objects in the area that aren't being
worn or carried take double damage.

Additionally, the ground in that area becomes difficult terrain


until cleared. Each 5-foot-square portion of the area requires at
least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of
grd level or higher, the:damage increases by 1d6 for each slot level
above 2nd.

SHORT CIRCUIT

2nd-level Enchantment

Casting Time: 1 action


Range: 30 feet
Components: S
Duration: Instantaneous

You cause an electronic device you can see within range to


experience a power surge. If the device isn't being worn or carried,
it ceases to function for 1 minute, or until it is restarted or
repaired, and you choose to create either a shock or smoke.

Shock. Each creature within 5 feet of the device must succeed


on a Dexterity saving throw or be paralyzed until the end of its
next turn.

Smoke. Thick black smoke spreads out from the target in a 20-
foot radius, moving around corners. The area of the smoke is
heavily obscured. The smoke persists for 1 minute or until a strong
wind disperses it.

SOUL TRANSFER

4th-level Necromancy
Casting Time: 1 reaction, which you take when a humanoid
within 30 feet of you dies

Range: 30 feet

Components: V, S, M (an oni figurine worth 100gp)

Duration: Instantaneous

This spell snatches the soul of a humanoid as it dies and allows you
to transfer its energy in one of the following ways.

Steal Life. You transfer the energy to yourself and regain hit
points equal to 2d8 + your spellcasting ability modifier.

Revive. You transfer the energy to a different creature within


range that has died within the last minute, restoring it to life with 1
hit point. This spell can't restore any missing body parts.

Animate. You transfer the energy to the corpse of another


Medium or Small humanoid within range that has been dead for
longer than 1 minute, raising it as a zombie (the DM has the
creature's statistics).

On each of your turns, you can use a bonus action to mentally


command the zombie if it is within range. You decide what action
the zombie will take and where it will move during its next turn, or
you can issue a general command, such as to guard a particular
chamber or corridor. If you issue no commands, the zombie only
defends itself against hostile creatures. Once given an order, the
zombie continues to follow it until its task is complete.

The zombie crumbles to dust after 1 minute, if it drops to o hit


points, or if you create another zombie with this spell.

Payment. You transfer the energy of the soul to your patron or


an oni with whom you have made a deal. Though you gain no
special control or influence over the creature you pay the soul to,
their disposition is likely more favorable toward you.

Art by Lorenzo Mastroianni

@lorenzomastroianni

SUMMON PLANT

4th-level Conjuration

Casting Time: 1 action


Range: 90 feet

Components: V, S, M (a tiny forest in a handheld terrarium


worth 400gp)

Duration: Concentration, up to 1 hour

You call forth a plant spirit. It manifests in an unoccupied space


that you can see within range. This corporeal form uses the Plant
Spirit stat block. When you cast the spell, choose a material: Bark,
Fungus, or Vine. The creature resembles a Beast of your choice
made of the chosen material, which determines certain traits in its
stat block. The creature disappears when it drops to o hit points or
when the spell ends.

The creature is an ally to you and your companions. In combat,


the creature shares your initiative count, but it takes its turn
immediately after yours. It obeys your verbal commands (no
action required by you). If you don't issue any, it takes the Dodge
action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of
5th level or higher, use the higher level wherever the spell's level
appears in the stat block.

PLANT SPIRIT

Medium Plant, Unaligned

Armor Class 12 + the level of the spell (natural armor) + 2


(Bark only)

Hit Points 40 + 15 for each spell level above 4th

Speed 30 feet, climb 30 feet (Vines only)

STR DEX CON INT WIS CHA


18(+4) 10(+0) 18(+4) 10(+0) 14(4+2) 9(1)

Damage Vulnerabilities fire

Damage Resistances poison; bludgeoning, piercing, and


slashing from nonmagical weapons (Bark only)

Condition Immunities blinded, deafened, exhaustion,


poisoned

Languages understands the languages you speak

Challenge —
Spores (Fungus Only). When a creature starts its turn
within 10 feet of the plant, the plant can force it to make a
Constitution saving throw against your spell save DC. Ona
failed save, the target is poisoned until the start of its next
turn.

ACTIONS

Multiattack. The plant makes a number of attacks equal to


half this spell's level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to


hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level
bludgeoning damage.

Grasp (Vines Only). Melee Weapon Attack: your spell


attack modifier to hit, reach 10 ft., one target. Hit: the target
is grappled. The plant has two grasping vines, each of which
can grapple one target.

TAMIYO'S SAFEKEEPING

3rd-level Transmutation (ritual)

Casting Time: 1 action

Range: Touch

Components: V,S

Duration: Concentration, up to 1 hour

You ward an object against harm and theft. The object, which only
you can be holding and can weigh no more than 5 pounds,
becomes immune to all damage for the duration. Any spell of 3rd
level or lower can't affect the object even if the spell is cast using a
higher level spell slot.

Until the spell ends, you can use your action to summon the
object to your free hand.

VOLTAGE SURGE

ist-level Evocation

Casting Time: 1 action

Range: 60 feet
Components: V, S, M (a battery)
Duration: Instantaneous

You hurl a bolt of crackling electricity at a creature or object within


range. Make a ranged spell attack against the target. On a hit, the
target takes 2d6 lightning damage.

If an electronic device is hit by this spell or worn or carried by a


creature hit by this spell, that device ceases to function for 1
minute, or until it is restarted or repaired.

At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, the damage increases by 1d6 for each slot level
above ist.

ie ee

Art by T nips Duong Chu

: Ong Ce iY

i SA

a CHAPTER 5
VEHICLES

VEHICLES

ITH THE ADVENT OF TECHNOLOGY, THE INHABITANTS OF

Kamigawa have access to personal vehicles, such as


WA eve: and mech suits. The following section
provides a set of rules for using vehicles in Kamigawa.

PURCHASING VEHICLES

Certain vehicles can be purchased in Towashi or Sokenzashi using

the prices in the Vehicles for Sale table. The bankbuster and
soulripper suits are black market items.

VEHICLES FOR SALE

VEHICLE COST
Bankbuster 4,000gp
Brute Suit 500gp
Cyberbike 350gp
Dragonfly Suit 3,000gp
Futurist Sentinel 40,000gp
Soulripper 4,000gp

VEHICLE PROFICIENCY

If you have proficiency with a certain kind of vehicle (air, land, or


water), you can add your proficiency bonus to any check you make
to control that kind of vehicle in difficult circumstances, and to any
saving throw your vehicle is forced to make.

ANTIMAGIC SUSCEPTIBILITY

A vehicle is incapacitated while in the area of an antimagic field. If


targeted by dispel magic, the vehicle must make a Constitution
saving throw against the caster's spell save DC. On a failed save, it
becomes inoperable for 1 minute, or until it is restarted or
repaired.

VEHICLE DESCRIPTIONS

This section provides descriptions and stat blocks for a number of


vehicles found in Kamigawa. Please read the introduction of the
Monster Manual to familiarize yourself with how to read a stat
block before proceeding.

While vehicles have stat blocks like creatures, they are not
- intelligent creatures and do not act or move independently.

_ Without a rider or pilot, a vehicle is an inert object.

Vehicles usually have a score of 0 in Intelligence, Wisdom, and


Charisma. If a vehicle has a 0 in a score, it automatically fails any
ability check or saving throw that uses that score.

__ Ifa vehicle drops to 0 hit points, it is inoperable until it is

repaired. An inoperable vehicle is incapacitated and can't move. A


character with proficiency in smith's tools can restore 10 hit points
to.a damaged vehicle-for each hour of work. If a vehicle becomes
inoperable some other way, such as by a spell, a creature can
_ restart the vehicle by using its action.

Art (previous) by Victor Adame M rete


ail
(@victoradameart,

CYBERBIKE
Wondrous item, uncommon

A cyberbike is a two-wheeled vehicle built for speed, the horse of


the modern age. It can serve as your mount (The rules for
Mounted Combat can be found in the Player's Handbook).

Crashing. The controller of a cyberbike can run the vehicle


into another object or a creature by moving the vehicle into the
target's space and making a special attack roll (1d20 + the
controller's proficiency bonus) against the target's Armor Class. If
the attack roll hits, a crash occurs; otherwise, the target moves out
of the vehicle's path, avoiding the crash. If the DM decides that a
crash is unavoidable, no attack roll is necessary, and the crash
occurs automatically.

When a cyberbike crashes into something that could reasonably


damage it, both the cyberbike and the creature or object it struck
take bludgeoning damage based on the size of the struck object, as
shown in the Crash Damage table. The cyberbike stops after
crashing into a Gargantuan or immovable creature or object;
otherwise, the cyberbike can continue moving if it has any
movement left, and whatever it struck moves to the nearest
unoccupied space that isn't in the cyberbike's path.

CRASH DAMAGE

SIZE CRASH DAMAGE


Small 1d6
Medium 1d8
Large 4d8
Huge 8d8
Gargantuan 16d8

es |

CYBERBIKE

Large Vehicle (Land)

Armor Class 19 (natural armor)


Hit Points 30
Speed 60 ft.

STR DEX CON INT WIS’~ CHA


14,2) 1814) 1211) ols) ols) 015)

Damage Resistances slashing

Damage Immunities poison, psychic


Condition Immunities all conditions but invisible and
prone

Jump. If the cyberbike moves at least 30 feet in a straight


line, it can clear a distance of up to 60 feet when jumping
over a chasm, ravine, or other gap. Each foot it clears on the
jump costs a foot of movement.

No Seatbelt. If the cyberbike moves at least 60 feet on its


turn and then makes a 90 degree turn or stops moving, its
rider must make a DC 15 Dexterity saving throw. On a failed
save, the rider falls, landing prone in a space within 5 feet of
the cyberbike.

a... |

MECH SUIT _ Es

Wondrous item, rarity varies (requires attunement) DRAGON FLY SU IT


Large Vehicle (Air)

A mech suit is a technological suit of powered armor, capable of

greatly enhancing the pilot's abilities. There are different kinds of Armor Class
17 (natural armor)

mech suits in Kamigawa, each with a different purpose. The type of Hit Points 50

mech suit determines its statistics and rarity according to the table Speed 30 ft.,
fly 30 ft.

below.
STR DEX CON INT WIS CHA

| MECH SUIT VEHICLE TYPE RARITY


tn 12(+1) 18(+4) 14042) 05) 05) 0-5)

Bankbuster Land Rare

Pao ne: aan incon Damage Resistances piercing, slashing

: ; Damage Immunities poison, psychic


Dragonfly Suit Air Rare Condition Immunities all conditions but incapacitated,
Futurist Sentinel Land Very Rare invisible, and prone

Imposter Mech Land Legendary


Mechtitan Air Artifact ACTI O N S

Soulripper Land Rare Multiattack. The suit makes two Strike attacks.

4 . As! ike. i+ it, i


Mech Suit. The suit's controls are accessed by a hatch in its Strike, Melee Weapon
Attack: +6 to hit, reachioiit., one

upper back, which is easily opened while there are no creatures 1 fare ete (ediO 4p
Mdeconine toma.

attuned to the artifact. Attuned creatures can open the hatch as

easily as any other door. Other creatures can open the hatch as an eee
action with a successful DC 25 Intelligence check using hacking FUTURIST SENTINEL

tools. A knock spell cast on the hatch also opens it until the start of

the caster's next turn. Lenard tate (UE ein ce)

A creature can enter or exit through the hatch by spending 10

ce ial os dears Armor Class 19 (natural armor) a

feet of movement. Those inside the suit have total cover from 4 s 100
effects originating outside it. The controls within it allow creatures Hit Points
Fe
to see outside without obstruction. Speed 50 ft.

While you are inside the suit, you can command it by using the
controls. During your turn, you can command it in the following STR DEX CON INT WIS
CHA
ways: 18(+4) 10(+0) 18044) 0(5) 05) 0(5)
+ Open or close the hatch (no action required, once per turn) Damage Resistances
bludgeoning, fire, piercing, slashing
« Move the suit up to its speed (no action required) Damage Immunities poison, psyc
hic
+ Asan action, you can command the suit to take one of the Condition Immunities all
conditions but incapacitated,

actions in its stat block or some other action. invisible, and prone

eee
BRUTE SUIT ACTIONS
Large Vehicle (Land) Mutltiattack. The sentinel makes two Sentinel Sword
attacks.
Armor Class 17 (natural armor)
Hit Points 50
Speed 30 ft.

Sentinel Sword. Melee Weapon Attack: +8 to hit, reach 10


ft., one target. Hit: 23 (3d12 + 4) slashing damage.

STR DEX CON INT WIS’ CHA


16(+3) 12(+1) 14(+2) 05) o(5) 065)

Damage Resistances slashing

Damage Immunities poison, psychic

Condition Immunities all conditions but incapacitated,


invisible, and prone

ACTIONS

Mutltiattack. The suit makes two Crushing Fist attacks.

Crushing Fist. Melee Weapon Attack: +5 to hit, reach 10


ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. . X
pie 2 se ___=_____+t___"JH ’

Art by ChrigRahn
OGHERAANATE

pe
IMPOSTER MECH RECKONER BANKBUSTER

Huge Vehicle (Land) Large Vehicle (Land)


Armor Class 19 (natural armor) Armor Class 19 (natural armor)
Hit Points 75 Hit Points 30
Speed 50 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18(4)) 14-2) 12 (40) os) 01-5) eis) 14(+2) 18(+4) 12041) o0(5) 0(5) O(5)
Damage Resistances bludgeoning, piercing, slashing Damage Resistances slashing
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities all conditions but incapacitated, Condition Immunities all
conditions but incapacitated,
invisible, and prone invisible, and prone
Shapechanger. The mech can use its action to polymorph Hauler. The bankbuster can
carry up to 1 ton. Its design
into a Large, Huge, or Gargantuan creature it has seen, or allows two other
creatures to mount it while it has a pilot.
back into its true form. Its statistics, other than its size, are The pilot
maintains control of the bankbuster.

the same in each form.


ACTIONS

ACTIONS Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one


Muttiattack. The mech makes two Slam attacks. target. Hit: 11 (2d6 + 4) slashing
damage.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one Siege. The bankbuster moves
up to its speed towards an
target. Hit: 14 (3d6 + 4) damage of a type of the mech's object or structure,
dealing 4d10 bludgeoning damage to it if
choice: bludgeoning, piercing, slashing, or lightning. the bankbuster enters its
space.

(ee |

MECHTITAN CORE SOULRIPPER

Huge Vehicle (Air) Large Vehicle (Land)


Armor Class 19 (natural armor) Armor Class 19 (natural armor)
Hit Points 100 Hit Points 50
Speed 50 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18(+4) 14(+2) 18(+4) 0(-5) O(5) 0(-5) i4(+2) 1844) 12(41)) 015) 0'G5) so (5)
Damage Resistances bludgeoning, fire, piercing, slashing Damage Resistances
slashing
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities all conditions but incapacitated, Condition Immunities all
conditions but incapacitated,
invisible, and prone invisible, and prone
CT Spider Climb. The soulripper climb difficult surfaces,
ACTIONS including upside down on ceilings, without needing to make
Crushing Fist. Melee Weapon Attack: +8 to hit, reach 10 an ability check.
ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, or 34
(4d6 + 20) force damage if its Combine and Transform trait ACTIONS
is active.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one

Combine and Transform. The mechtitan core combines creature. Hit: 11 (2d6 +4)
piercing damage.

with four other vehicles with willing pilots to become a size ;

Gargantuan vehicle. It gains a flying speed of 100 ft., its Grab. Melee Weapon
Attack: +6 to hit, reach 5 ft., one
current hit point total resets to 100 hit points, and it gains creature. Hit: the
target is grappled.

100 temporary hit points. Each pilot can command the Soulrip. The soulripper makes
a special Bite attack against a

_ mechtitan on their turn. creature it is grappling. If it hits, the target takes


an
hE] additional 7 (2d6) necrotic damage, and the soulripper gains
l a number of temporary hit points equal to the necrotic
damage taken.

While these temporary hit points remain, the soulripper


has advantage on all attack rolls, ability checks, and saving
throws.

[|

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FRIENDS & FOES SO /

HIS CHAPTER PROVIDES A NUMBER OF MONSTERS AND NPCs Fula trai H id | I

who can be found in Kamigawa. The Kamigawa Creatures Meso aeauamsa heacoca ye 4 nll

table below also includes creatures from the Monster Kami of Bamboo Groves Plant 5

as (MM) that niet be found in Paes ae Kami of Celebration Aberration 1


The creatures in this bestiary are organized alphabetically. A few F 5
creatures are gathered under a group heading; for example, the Kami of Industry
Monsmoey) a
"Dragon Spirits” section presents stat blocks for the five great Kami of Mourning
Undead 9
dragon kami, and those stat blocks are presented alphabetically Kami of Restless
Shadows Undead 4 1
within that section. : : :
The Kamigawa Creatures table below lists every creature in this Sa o derHble pearls
Upon ne 5 |
chapter, along with that creature's type and challenge rating (CR). Kami of
Transience Fey 9 '
Kami of Transmutation Aberration 5
KAMIGAWA CREATURE
c hia Cc P Bee E CR Kappa Cannoneer Humanoid 4
- - - Kirin Celestial 12
Akki Ronin Humanoid 3 Sa <a Xe
Akki Sh. H i 2 z
ae uae Mirrorshell Crab Beast 5
Ascendant Acolyte Humanoid 1/2 Ninja FRaROi ;
Bl P F 2 : :
Disawn ate eet ee 3 Oni Cultist Humanoid 2
Baboon (MM) Beast O =n aiemental ji
Boar (MM) Beast 1/4 Rat (MM) Hes a

MM B : Z
eal - ) east 2 Samurai Humanoid 3
Circuit Mender Construct 1/4 Scnien Rt a5

i 1Sk it B : z
ce ibe skyturtle eae i Seven-tail Mentor Humanoid 12
Containment Construct Construct 4 Seg a Boas 1/4
Corpse-Swallower Toad Beast 5 Soneahanes Hamano 5
Cyberdrive Awakener Construct 4 eee a Th as
Dragon Spirits Tanuki Beast 0)

Ao, pean Sa Dragon she Technomancer Humanoid Bee.

eisusht Me leaae oy Dragon sal Towashi Guide-Bot Humanoid 22?

Junji, the Midnight Sky Dragon 21 iutaeaana One el 5

Kairi, the Swirling Sky Dragon 23 Venemende: re 1/8

Kura, the Boundless Sky Dragon 22 Vinee ae aaa


D Il Aberrati 1 an

ules SEER Remanon Walking Skyscraper Construct 25


Generous Visitor Fey O Wolf (MM) eer 1/4
Geothermal Kami Elemental 3
aa pea : USING A STAT BLOCK
Golden-Tail Disciple Humanoid 2

; P This chapter is a companion to the Monster Manual and adopts a


Gravelighter Undead 4 similar presentation. Please read the introduction of the
Monster
Guardian of Oboro Humanoid 4 Manual to familiarize yourself with how to read a stat
block before
Hound Beast Oo proceeding.

2 ; In this section, you will find some weapons and spellcasting that
Imperial Enforcer Humanoid 1/8 function in atypical ways. These exceptions are
features of a stat
Imperial Moth Beast 1/4 block and represent how a particular creature uses weapons
and
Imperial Mothrider Humanoid 1 casts spells; these exceptions have no effect for how
weapons and

‘al : spells function for someone else. Weapons wielded by creatures in


Imperial Subduer Humanoid : this section follow the Wuxia weapon names listed in
the Player's
Iron Apprentice Construct 1 Handbook.

Jin Gitaxias Monstrosity 16 Finally, if a stat block contains the name of a class
in the

; : creature's name or in parentheses under the name, the creature is


Jukai Archer Humanoid 3 considered a member of that class for the purpose of
meeting
Jukai Preserver Humanoid 2 prerequisites for magic items.
Art by Steve Prescott
@thesteveprescott

During the time of the Kami War, the Sokenzan mountains were home to many ronin,
bandits, and ochimusha deserters. Many of these

warriors befriended the mountains’ native akki tribes, and trained them in the ways
of samurai. Some of these tribes kept these traditions,
and akki ronin combine the deadly sword arts with their own custom-made weapons and
armor. These weapons and armor are often

magically infused with heat and fire.

AKKI RONIN

Small Humanoid (Fighter, Goblinoid), Any Alignment

Armor Class 17 (splint armor)


Hit Points 53 (10d6 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


16(+3) 13(+1) 14(4+2) 10(+0) 11(40) 10(+0)

Skills Athletics +5, Perception +2

Damage Resistances fire

Senses darkvision 60 ft., passive Perception 12


Languages Common

Challenge 3 (700 XP)

Heated Armor. A creature that touches the akki or hits it

with a melee attack while within 5 feet of it takes 7 (2d6) fire


damage.

Heated Weapons. Any metal melee weapon the akki wields


deals an extra 3 (1d6) fire damage on a hit (included in the
attack).

ACTIONS
Mutltiattack. If the akki has a wakizashi drawn, it makes

one Katana and one Wakizashi attack.

Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands, plus 3 (1d6) fire
damage.

Wakizashi. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 6 (1d6 + 3) slashing, plus 3 (1d6) fire
damage.

REACTIONS

Parry. The akki adds 2 to its AC against one melee attack

that would hit it. To do so, the captain must see the attacker
and be wielding a melee weapon.

Gh ae eS lt

Art by Jason Kang

@jasonkang

AKKI SHAMAN

Small Humanoid (Druid, Goblinoid), Any Alignment

Armor Class 14 (natural armor)


Hit Points 46 (9d6 + 27)
Speed 30 ft.

STR DEX CON INT WIS CHA


12(+1) 13(4+1) 16(+3) 10(+0) 16(+3) 9(-1)

Saving Throws Int +2, Wis +4

Skills Nature +2, Perception +5, Survival +5


Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 15
Languages Common, Druidic

Challenge 2 (450 XP)

Proficiency Bonus +2

Akki tribes are led by elders, and those elders are often guided by a
shaman, an akki druid. There are a number of druidic traditions
among the akki. The Rock-speakers divine the future from lava
stones, the Blizzard-herders call or predict snowstorms, and the
Coal-flingers enchant rocks to hurl themselves at trespassers.

Fury. Any melee weapon the akki wields deals an extra 3


(1d6) damage of the akki's choice on a hit: cold or fire
(included in the attack).

ACTIONS

Multiattack. The akki makes two melee attacks.

Bo staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 ad8 + 3) bludgeoning damage plus 3 (1d6)
damage of the akki's choice: cold or fire.

Hurl Stone. Ranged Weapon Attack: +5 to hit, range


60/80 ft., one target. Hit: 6 (d6 +3) bludgeoning damage.

Spellcasting. The akki casts one of the following spells,


using Wisdom as the spellcasting ability (spell save DC 13):

At will: druidcraft, guidance


1/day each: conjure barrage, fog cloud, ice storm, sleet
storm

BLOSSOM PRANCER

The blossom prancer is a kami that appears as a buck, with a


cherry blossom tree growing from its antlers. It is accompanied by
orbiting cherry blossom pods. This kami is strongly associated
with the natural world, the changing of the seasons, and the
coming of spring. It can be found in the Jukai Forest, but also in
the parks and areas of Towashi that still allow the cherry blossom
trees to grow freely.

BLOSSOM PRANCER
Large Fey (Kami), Typically Neutral

Armor Class 11 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 40 ft.

STR DEX CON


19(+4) 11(+0) 16(+3)

INT WIS CHA


10(+0) 14(42) 6(-2)

Senses passive Perception 1 1

Languages understands Common but doesn't speak it


Challenge 3 (700 XP)

Proficiency Bonus +2

Charge. If the prancer moves at least 20 feet straight toward


a target and then hits it with an antlers attack on the same
turn, the target takes an extra 9 (2d8) bludgeoning damage.
If the target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.

Sure-Footed. The prancer has advantage on Strength and


Dexterity saving throws made against effects that would
knock it prone.

ACTIONS

Muttiattack. The prancer makes two attacks: one with its


Antlers and one with its Hooves.

Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 13 (2d8 + 4) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 9 (2d4 + 4) bludgeoning damage.

Spellcasting. The prancer casts one of the following spells,


requiring no spell components and using Wisdom as the
spellcasting ability (spell save DC 12):

At will: druidcraft, speak with animals


2/day each: cure wounds, entangle
1/day: conjure animals
Art by Ryan Yee NS
@artofryanyee

CIRCUIT MENDER

Small Construct, Unaligned

Armor Class 14 (natural armor)


Hit Points 28 (8d6)

Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA

24) 14(¢2) 10(¢0) 165) 14G2) 24)

Skills Stealth +4

Damage Immunitites poison, psychic

Condition Immunities charmed, exhaustion, frightened,


petrified, poisoned

Senses darkvision 30 ft., passive Perception 10

Languages —

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Spider Climb. The mender can climb difficult surfaces,

including upside down on ceilings, without needing to make


an ability check.

Web Walker. The mender ignores movement restrictions


caused by webbing.

Poison Spines. A creature that touches the mender or hits


it with a melee attack while within 5 feet of it takes 2 (1d4)
poison damage.
ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one

creature. Hit: 5 (1d6 + 2) piercing damage.

Mend (3/day). The mender touches a Construct or object.


The target magically regains 6 (1d8 + 2) hit points.

Art by Hector Ortiz

@hector_ortiz
/

CIRCUIT MENDER

The circuit mender is a small robot designed to repair and restore


machinery. Its design was inspired by industrious silkworms, and
it has a similar method of producing a silk-like substance, which it
uses to mend breaks and tears in moon-circuits and machine hulls.

Art by Nicholas Gregory

@cosmicdaydreamstudio
SS oe

COLOSSAL SKYTURTLE

True to its name, the colossal skyturtle is an enormous turtle-like


kami creature of flight. While it is not spirit, several orbiting
energy objects can sometimes be seen near it, leading some to
believe it flies by channeling kami magic. These creatures can
sometimes be seen soaring the skies outside the floating moonfolk
city of Otawara.

) _

COLOSSAL SKYTURTLE

Gargantuan Beast, Unaligned

Armor Class 17 (natural armor), 22 while in its shell


Hit Points 227 (13d20 + 91)
Speed 20 ft., fly 20 ft.

STR DEX CON


28(+9) 3¢4) 2547) 4(93)

INT WIS CHA


10(+0) 5(¢3)

Saving Throws Str +12, Con +10

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft, passive Perception 10


Languages —

Challenge 7 (2,900 XP)

Proficiency Bonus +3

ACTIONS

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one


target. Hit: 28 (3d12 + 9) bludgeoning damage.

Shell Defense (Recharge 4-6). The turtle withdraws into


its shell, falls prone, and gains a +5 bonus to AC. While the
turtle is in its shell, its speed is o and can't increase. The
turtle can emerge from its shell as an action, whereupon it is
no longer prone.

[ee |

51

52

CONTAINMENT
CONSTRUCT

When Kakuriyo and Utsushiyo collide, the resulting glitch-like


portal is known as a merge site. The Imperials deploy kami
intercessors to these sites, trained to appease the kami and ensure
a smooth, peaceful merge. A containment construct is an
automated unit deployed to stabilize merge sites deemed too
dangerous even for trained intercessors.
CONTAINMENT CONSTRUCT

Medium Construct, Unaligned

Armor Class 17 (natural armor)


Hit Points 78 (12d8+24)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 10(+0) 15(+2) 17(+3) 11(+0) 6(-2)

Skills Arcana +5, History +5, Perception +2, Religion +5

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened,


petrified, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages —

Challenge 4 (1,100 XP)

Proficiency Bonus +2

Unusual Nature. The construct doesn't require air, food,

drink, or sleep.

ACTIONS

Mutltiattack. The construct makes two Grasping Limb


attacks.

Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15


ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and
the target is grappled (escape DC 14). The construct can have
no more than two targets grappled at a time.

Spellcasting. The construct casts one of the following


spells, requiring no material components and using
Intelligence as the spellcasting ability (spell save DC 13):

2/day each: banishment, hold monster


a |

X With

Ane)
we

BA ri by Julian Kok Joon Wen

co
@juliankok

Art by Milivoj Ceran


@mceran

CORPSE-SWALLOWER
TOAD

Corpse-swallower toads are native to the swamps of Takenuma


and the Undercity of Towashi. They are so named because they
grow to enormous size, and are scavengers, feeding off of the
bodies of other creatures that have died in the muck and mire. A
corpse-swallower toad might start life as a frog, then grow to
become a giant frog or giant toad (see the Monster Manual for
statistics), before becoming a fully mature corpse-swallower toad.

CORPSE-SWALLOWER TOAD

Large Beast, Unaliged

Armor Class 15 (natural armor)


Hit Points 84 (8d10 + 40)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


20(+5) 12(+1) 20(+5) 11(+0) 14(4+2) 8(-1)

Skills Athletics +8, Stealth +7

Senses darkvision 60 ft., passive Perception 12


Languages —

Challenge 5 (1,300 XP)


Proficiency Bonus +3

Amphibious. The toad can breathe air and water.

Standing Leap. The toad's long jump is up to 20 feet and


its high jump is up to 10 feet, with or without a running start.

ACTIONS

Multiattack. The toad makes one Bite attack and one


Tongue attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit: 15 (gd6 + 5) piercing damage, and the target is grappled
(escape DC 16) if it is a Large or smaller creature. Until this
grapple ends, the target is restrained, and the toad can't use
its Bite attack or Tongue attack on another target.

Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one


creature. Hit: 10 (3d6) bludgeoning damage, and the target
must make a DC 16 Strength saving throw. On a failed save,
the target is pulled to a space within 5 feet of the toad.

Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one


Medium or smaller creature grappled by the toad. Hit: 15
(3d6 + 5) piercing damage. The creature is also swallowed,
and the grapple ends. The swallowed creature is blinded and
restrained, it has total cover against attacks and other effects
outside the toad, and it takes 10 (3d6) acid damage at the
start of each of the toad's turns. The toad can have only one
target swallowed at a time.

If the toad dies, a swallowed creature is no longer


restrained by it and can escape from the corpse using 5 feet
of movement, exiting prone.

54

=| CYBERDRIVE AWAKENER

ae Medium Construct, Unaligned


7

Armor Class 17 (natural armor)


Hit Points 78 (12d8+24)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


10(+0) 18(+4) 15(+2) 17(4+3) 11(4+0) 6(-2)

Skills Acrobatics +6, Perception +2

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened,


petrified, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages —

Challenge 4 (1,100 XP)

Proficiency Bonus +2

Unusual Nature. The awakener doesn't require air, food,

drink, or sleep.

ACTIONS

Mutltiattack. The awakener makes two Strike attacks.

Strike. Melee Weapon Attack: +6 to hit, reach 15 ft., one


target. Hit: 13 (2d8 + 4) bludgeoning damage.

Spellcasting. The awakener casts one of the following


spells, requiring no material components and using
Intelligence as the spellcasting ability (spell save DC 13):

1/day each: animate objects, fly

ee |

Art by Zezhou Chen

@zezhou

CYBERDRIVE
AWAKENER
The cyberdrive awakener appears as a humanoid automaton with
wing-like jets on its back for flight. Curiously, it has a holographic
face that resembles a human. The awakener is capable of using
advanced, kami-powered technology to "awaken" other machines,
giving them a semblance of autonomy.

Art by Chris Rahn


© @ChrisRahnArt
=

DRAGON SPIRITS

The Dragon Spirits are powerful kami, each one defending a region
of Kamigawa from threats, both within and without. Though most
of them died during the Kami War, they have since been reborn.
They are widely regarded but often prove to be temperamental
spirits.

AO, THE DAWN SKY rs

Ao is the reincarnation of Yosei, the divine dragon that was the


guardian of Kamigawa's plains and the city of Eiganjo. Haunted by
the memories of his violent death when he was torn in half ina
battle against O-Kagachi, Ao refused to assume the role of
Eiganjo's protector again after the city was rebuilt and tried to
distance himself from mortal affairs as much as possible. On
occasion, though, he will break his own vows, unable to stand by
and do nothing when an extreme injustice is being committed.

Bp ese

AO

Gargantuan Dragon (Kami), Lawful Good

Armor Class 20 (natural armor)


Hit Points 297 (17d20 + 119)
Speed 40 ft., fly 80 ft.

STR
27 (+8)

DEX
10 (+0)
CON
25 (+7)

INT WIS
16 (+3) 15 (+2)

Saving Throws Dex +6, Con +13, Wis +8, Cha+10

Skills History +9, Perception +14, Persuasion +10, Stealth


+6

Damage Immunities radiant

Senses blindsight 60 ft., darkvision 120 ft., passive


Perception 24

Languages Common, Kitsune

Challenge 20 (25,000 XP)

Proficiency Bonus +6

CHA
19 (+4)

Legendary Resistance (3/Day). If the dragon fails a


saving throw, it can choose to succeed instead.

ACTIONS

Mutltiattack. The dragon can use its Frightful Presence. It

then makes three attacks: one with its Bite and two with its
Claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one


target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one


target. Hit: 15 (2d6 + 8) slashing damage.

Frightful Presence. Every enemy within 120 feet of the


dragon and aware of it must succeed on a DC 18 Wisdom
saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for the next 24
hours.
Spellcasting. The dragon casts one of the following spells,
requiring no material components and using Charisma as the
spellcasting ability (spell save DC 18):

1/day each: bless, cure wounds, plane shift, slow

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the

options below. Only one legendary action can be used at a


time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its
turn.

Detect. The dragon makes a Wisdom (Perception) check.


Claw Attack. The dragon makes a claw attack.

Radiant Burst (Costs 2 Actions). Each creature within 15


feet of the dragon must make a DC 22 Dexterity saving
throw. Ona failed save, a creature takes 15 (2d6 + 8)
radiant damage and is knocked prone. On a successful
save, a creature takes half as much damage and isn't
knocked prone.

[ |

55

- - -
Art by Victor Adame Minguez

ee
ATSUSHI

@victoradameart

56

Gargantuan Dragon (Kami), Chaotic Good : é y a

Armor Class 22 (natural armor)


Hit Points 546 (28d20 + 252)
Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA

30(+10) 10(+0) 29(+9) 18(+4) 15(+2) 23(46)

Saving Throws Dex +7, Con +16, Wis +9, Cha +13

Skills Athletics +17, History +11, Perception +16,


Intimidation +13

Damage Immunities fire

Senses blindsight 60 ft., darkvision 120 ft., passive


Perception 26

Languages Common, Ritual

Challenge 24 (62,000 XP)

Proficiency Bonus +7

Legendary Resistance (3/Day). If the dragon fails a


saving throw, it can choose to succeed instead.

ACTIONS

Mutltiattack. The dragon can use its Frightful Presence. It

then makes three attacks: one with its Bite and two with its
Claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one


target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire
damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one


target. Hit: 17 (2d6 + 10) slashing damage.

Frightful Presence. Every enemy within 120 feet of the


dragon and aware of it must succeed on a DC 21 Wisdom
saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for the next 24
hours.
Spellcasting. The dragon casts one of the following spells,
requiring no material components, using Charisma as the
spellcasting ability (spell save DC 21):

1/day each: bane, creation, heat metal, plane shift

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the

options below. Only one legendary action can be used at a


time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its
turn.

Detect. The dragon makes a Wisdom (Perception) check.


Claw Attack. The dragon makes a claw attack.

Flame Burst (Costs 2 Actions). Each creature within 15


feet of the dragon must make a DC 25 Dexterity saving
throw. On a failed save, a creature takes 17 (2d6 + 10)
fire damage and is knocked prone. On a successful save,
a creature takes half as much damage and isn't knocked
prone.

Eee ee |

ATSUSHI, THE BLAZING SKY

Atsushi is the reincarnation of Ryusei, the divine dragon of


mountains. Out of all the divine dragons, Atsushi has most fully
embraced her reincarnation. Even though she never died, she
chose to be reborn along with the other dragons and take on a new
form. Most of the time, she's genial and happy-go-lucky, though
she's been known to fly into a destructive rage whenever someone
manages to trigger her flashfire temper. She continues to act as the
guardian for the Sokenzan mountains and is a frequent visitor at
Sokenzanshi, where her presence is always welcomed
enthusiastically.

Art by Chase Stone


@chasestone ~

JUNJI, THE MIDNIGHT SKY

Junji is the reincarnation of Kokusho, the divine dragon that was


the guardian of the swamps of Takenuma. Unlike many of the
other divine dragons, Kokusho didn't die during the Kami War,
but she was killed decades afterward guarding the denizens of
Takenuma against an oni attack. When she was reincarnated as
the male dragon Junji, he chose to distance himself completely
from the swamp, abandoning Takenuma and leaving its
inhabitants to fend for themselves. He took up residence in the
canals snaking through the Towashi Undercity, his presence a
constant, silent warning that keeps Reckoner gangs from letting
their turf wars get too out of hand.

JUNII

Gargantuan Dragon (Kami), Lawful Neural

Armor Class 22 (natural armor)


Hit Points 367 (21d20+ 147)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA

27(+8) 14(+2) 2547) 16(0+3) 15(+2) 19(4+4)

Saving Throws Dex +9, Con +14, Wis +9, Cha+11

Skills Perception +16, Stealth +9

Damage Immunities poison, necrotic

Senses blindsight 60 ft., darkvision 120 ft., passive


Perception 26

Languages Common, Nezumi-Tongue

Challenge 21 (33,000 XP)

Proficiency Bonus +7

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a


saving throw, it can choose to succeed instead.

ACTIONS

Mutltiattack. The dragon can use its Frightful Presence. It

then makes three attacks: one with its Bite and two with its
Claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid
damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one


target. Hit: 15 (2d6 + 8) slashing damage.

Frightful Presence. Every enemy within 120 feet of the


dragon and aware of it must succeed on a DC 19 Wisdom
saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for the next 24
hours.

Spellcasting. The dragon casts one of the following spells,


requiring no material components, using Charisma as the
spellcasting ability (spell save DC 19):

1/day each: blindess/deafness, insect plague, plane shift,


raise dead

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the

options below. Only one legendary action can be used at a


time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its
turn.

Detect. The dragon makes a Wisdom (Perception) check.


Claw Attack. The dragon makes a claw attack.

Necrotic Burst (Costs 2 Actions). Each creature within 15


feet of the dragon must make a DC 23 Dexterity saving
throw. On a failed save, a creature takes 15 (2d6 + 8)
necrotic damage and is knocked prone. On a successful
save, a creature takes half as much damage and isn't
knocked prone.

Eee a |

57
KAIRI i Art by Tyler Jacobson

Gargantuan Dragon (Kami), Chaotic Neutral : ah | @tylerjacobsonart

Armor Class 22 (natural armor)


Hit Points 481 (26d20 + 208)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA


29(+9) 10(+0) 27(+8) 18(+4) 17(+3) 21(45)

Saving Throws Dex +7, Con +15, Wis +10, Cha+12

Skills Perception +17, Stealth +7

Damage Immunities cold, lightning

Senses blindsight 60 ft., darkvision 120 ft., passive


Perception 27

Languages Common

Challenge 23 (50,000 XP)

Proficiency Bonus +7

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a


saving throw, it can choose to succeed instead.

ACTIONS

Muttiattack. The dragon can use its Frightful Presence. It


then makes three attacks: one with its Bite and two with its
Claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one


target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10)
lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one


target. Hit: 16 (2d6 + 9) slashing damage.

Frightful Presence. Every enemy within 120 feet of the


dragon and aware of it must succeed on a DC 19 Wisdom
saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for the next 24

hours. KAIRI, THE SWIRLING SKY

Spellcasting. The dragon casts one of the following spells,


requiring no material components, using Charisma as the
spellcasting ability (spell save DC 20):

The reincarnation of Keiga, the divine dragon of islands, Kairi

continued to protect Minamo until Minamo's decline late in the

Shattered States Era. When Otawara began to rise as the

1/day each: arcane eye, chain lightning, create or destroy preeminent center of
learning and innovation, they sought out

water, plane shift Kairi for the dragon's protection, but Kairi was suspicious of
the
moonfolks' intentions and refused. Nowadays he spends most of

LEG E N DARY ACTI O N S his time exploring the oceans and skies of Kamigawa,
discovering

The dragon can take 3 legendary actions, choosing from the mysteries that he keeps
to himself.

options below. Only one legendary action can be used at a

time and only at the end of another creature's turn. The

dragon regains spent legendary actions at the start of its

turn.

Detect. The dragon makes a Wisdom (Perception) check.


Claw Attack. The dragon makes a claw attack.

Lightning Burst (Costs 2 Actions). Each creature within


15 feet of the dragon must make a DC 24 Dexterity
saving throw. On a failed save, a creature takes 16 (2d6
+ 9) lightning damage and is knocked prone. On a
successful save, a creature takes half as much damage
and isn't knocked prone.

A : “I UE) apg

Art by Donato Giancola


KURA

@donatoarts

KURA, THE BOUNDLESS SKY

Kura is the reincarnation of Jugan, the former protector of the


Jukai Forest. She was resurrected in her original form by the
orochi but realized that with most of the other dragons dead, the
balance of nature was in a precarious position. She collected the
essences of all the dragons and then placed them inside an egg,
which eventually hatched the reincarnations of all five dragons. As
Kura, she continues to act as guardian of Jukai Forest, protecting
it fiercely against incursions by all, especially the encroaching
growth of Towashi, Kamigawa's booming metropolis.

Gargantuan Dragon (Kami), Neutral

Armor Class 21 (natural armor)


Hit Points 385 (22d20+ 154)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA

27,(CES) el 2) Cot) 251CE 7) 2015) ee G3) Sole)

Saving Throws Dex +8, Con +14, Wis +10, Cha +11

Skills Nature +12, Perception +17, Persuasion +11,


Stealth +8, Survival +10

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 60 ft., darkvision 120 ft., passive


Perception 27

Languages Common, Orochi

Challenge 22 (41,000 XP)

Proficiency Bonus +7

Legendary Resistance (3/Day). If the dragon fails a


saving throw, it can choose to succeed instead.

ACTIONS
Mutltiattack. The dragon can use its Frightful Presence. It

then makes three attacks: one with its Bite and two with its
Claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one


target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6)
poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one


target. Hit: 22 (4d6 + 8) slashing damage.

Frightful Presence. Every enemy within 120 feet of the


dragon and aware of it must succeed on a DC 19 Wisdom
saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for the next 24
hours.

Spellcasting. The dragon casts one of the following spells,


requiring no material components, using Charisma as the
spellcasting ability (spell save DC 20):

1/day each: awaken, plane shift, plant growth, speak with


animals

LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the

options below. Only one legendary action can be used at a


time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its
turn.

Detect. The dragon makes a Wisdom (Perception) check.


Claw Attack. The dragon makes a claw attack.

Poison Burst (Costs 2 Actions). Each creature within 15


feet of the dragon must make a DC 23 Dexterity saving
throw. Ona failed save, a creature takes 15 (2d6 + 8)
poison damage and is knocked prone. On a successful
save, a creature takes half as much damage and isn't
knocked prone.
ee

59

DRUMBELLOWER

Medium Aberration (Kami), Typically Neutral

*; Armor Class 14 (natural armor)


. Hit Points 52 (7d3 + 21)

Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


145 (G2) es 24 (Gist) eet Ol (GE) me: (C3) el 2h (ce) 7a (C2)

Skills Perception +5

Condition Immunities charmed, deafened, frightened,


stunned

Senses passive Perception 15

Languages understands Common but doesn't speak

Challenge 1 (200 XP)

Proficiency Bonus +2

Ceaseless Noise. Any creature other than a drumbellower

that starts its turn within 30 feet of one or more


drumbellowers and can hear it must succeed on a DC 10
Wisdom saving throw or be incapacitated until the start of its
next turn.

ACTIONS

Mutltiattack. The drumbellower makes three Drum attacks.

Drum. Melee Weapon Attack: +4 to hit, reach 5 ft., one


_ target. Hit: 4 (1d4 + 2) bludgeoning damage.

i Art by lie setiawan


@liesetiawan

DRUMBELLOWER

The drumbellower appears as a strange collection of drums and is


accompanied by three pairs of floating arms with drumsticks. The
drumbellower emits loud drumming sounds, as well as incoherent
shouts from the mouths on its two faces. The noise is nearly
incessant, much to the dismay of villagers everywhere.

GENEROUS VISITOR

The generous visitor is a Tiny kami that appears as a forest spirit,


having deer and squirrel-like characteristics. It is accompanied by
floating acorns and is often found wearing a smiling mask. The
visitor is known to give gifts, but it is said that one must modestly
refuse a gift three times before accepting it to show humility before
the kami.

@iriscompiet

GENEROUS VISITOR

Tiny Fey (Kami), Typically Neutral Good

Armor Class 15
Hit Points 5 (2d4)
Speed 20 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA


1(-5) 20(+5) 10(+0) 14(+2) 16(4+3) 16(+4+3)

Skills Acrobatics +7, Perception +7, Stealth +7


Senses blindsight 60 ft., passive Perception 17
Languages understands Common but can't speak
Challenge O (0 or 10 XP)

Proficiency Bonus +2

Evasion. When the visitor is subjected to an effect that


allows it to make a Dexterity saving throw to take only half
damage, it instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.

ACTIONS
Spellcasting. The visitor casts one of the following spells,
requiring no components, using Wisdom as the spellcasting
ability (spell save DC 13):

At will: druidcraft, guidance, pass without trace, resistance

Magical Gift @/Day). The visitor targets a humanoid it


can see within 5 feet of it. The target gains a supernatural
charm of the DM's choice. See chapter 7 of the Dungeon
Masters Guide for more information on supernatural
charms.

Natural Shelter. The visitor magically takes shelter inside


a rock, a living plant, or a natural source of fresh water in its
space. The visitor can't be targeted by any attack, spell, or
other effect while inside this shelter, and the shelter doesn't
impair the visitor's blindsight. The visitor can use it's action
to emerge from a shelter. If its shelter is destroyed, the
visitor is forced out and appears in the shelter's space, but is
otherwise unharmed.

iriscompiet.art/

62

| GEOTHERMAL KAMI

Huge Elemental (Kami), Typically Neutral Good

Armor Class 17 (natural armor)


Hit Points 58 (9d12)
Speed 5 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


14(+2) 10(+0) 10(+0) S8(-1) 14(+2) 10(40)

Senses passive Perception 12

Languages understands Common but can't speak


Challenge 3 (700 XP)

Proficiency Bonus +2

Enchanted Spring. When a creature spends 1 hour bathing


in the hot springs of the kami, the kami casts one of the
following spells on that creature, using Wisdom as the
spellcasting ability: bless, cure wounds, greater restoration,
lesser restoration, protection from poison, remove curse

ACTIONS

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 11 (2d8 + 2) bludgeoning damage.

Hot Springs (Recharge 4—6). The kami spews boiling


water in a 15-foot cone. Each creature in the area must make
a DC 10 Dexterity saving throw, taking 22 (4d10) fire damage
on a failed save, or half as much damage on a successful one.

Oe

Art by Rudy Siswanto


@crutz,

GEOTHERMAL KAMI

The geothermal kami appears as a massive stone hot spring bath,


though it has three legs and a large mask on one side. It is
accompanied by smaller floating hot springs and is a welcome
sight in the snowy peaks of the Sokenzan mountains. This
mysterious kami will sometimes appear to overworked monks and
offer them a warm, relaxing bath.

Art by Fiona Hsieh


@fionahsieh

GLOOMSHRIEKER

The gloomshrieker is a fearsome kami spirit that has aspects of a


tanuki, a tiger, a monkey, and has the front half of a snake for a
tail. Its fearsome cry strikes fear in even the heartiest samurai
warrior. It has the ability to transform itself into a black cloud of

smoke, allowing it to infiltrate secure places and cause devastation.

There is no known way to appease the gloomshrieker, and it must


be sent back to Kakuriyo or defeated. Once defeated, it must be
properly honored, otherwise it may return.
GLOOMSHRIEKER

Large Monstrosity (Kami), Typically Neutral

Armor Class 14 (natural armor)


Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 30 ft.

STR DEX CON INT wIS CHA


19(+4) 11(+0) 19(+4) 3(-4) 14(42) 10(4+0)

Skills Perception +8

Senses darkvision 60 ft., passive Perception 18


Languages understands Common but can't speak
Challenge 6 (2,300 XP)

Proficiency Bonus +3

ACTIONS

Muttiattack. The gloomshrieker makes three attacks: one


with its Bite, and two with its Claws. Itt can use its Shriek in
place of its Bite or Claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) slashing damage.

Shriek. Each creature within 20 feet of the gloomshrieker


must succeed on a DC 15 Wisdom saving throw or be
frightened of the gloomshrieker until the end of the
gloomshrieker's next turn or until the gloomshrieker is
incapacitated. A target that successfully saves is immune to
the shriek of all gloomshriekers for the next 24 hours.

Mist form. The gloomshrieker polymorphs into a shroud of


mist or back into its true form. While in mist form, the
gloomshrieker can't take any actions but its shriek action,
and can't manipulate objects. It is weightless, has a flying
speed of 20 feet, can hover, and can enter a hostile creature's
space and stop there. In addition, if air can pass through a
space, the mist can do so without squeezing, and it can't pass
through water. It has advantage on Strength, Dexterity, and
Constitution saving throws, and it is immune to all
nonmagical damage.
a

63

64

GOLDEN-TAIL MONK

Medium Humanoid (Monk), Any Alignment

Armor Class | 4
| Hit Points 38 (7d8 + 7)
Speed 40 ft.

STR DEX
12(+1) 15(+2)

CON
12 (41)

INT WIS
13 (+1) 14(+2)

CHA
10 (+0)

Saving Throws Str +3, Dex +4, Int +3, Wis +4


Skills History +3, Insight +4, Perception +4
Senses passive Perception 14

Languages Common

Challenge 2 (450 XP)

Proficiency Bonus +2

Unarmored Defense. While the monk is wearing no armor


and wielding no shield, its AC includes its Wisdom modifier.

ACTIONS

Mutltiattack. The monk makes two unarmed strikes.


Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9
(2d8) force damage.

REACTIONS

Parry. The monk adds 2 to its AC against one melee or


ranged weapon attack that would hit it. To do so, the monk
must see the attacker.

Slow Fall. When the monk falls, it reduces any falling


damage it takes by 35.
iNT _____—___—!

GOLDEN-TAIL DISCIPLE

The Golden-Tail academy in Eiganjo trains the best Imperial


samurai, having been started by Golden-Tail sensei, a legendary
kitsune samurai during the Kami War. Disciples of the academy
are trained in both body and mind and draw from the experience
of many-tailed kitsune to become great warriors and tacticians.

GRAVELIGHTER

The gravelighter is also known as the kami of forgotten clearings.


It is an incredibly territorial spirit found in the Jukai Forest and
appears as a skeletal mass of hands beneath a thin, black silk
dress. It has a humanoid mask-like face with glowing eyes and
carries a paper lantern that glows a sickly green. Though it is
territorial, it is intelligent and can be reasoned with if properly
respected.

GRAVELIGHTER

Medium Undead (Kami), Typically Neutral

Armor Class 15 (natural armor)


Hit Points 65 (10d8 + 20)
Speed 30 ft., climb 60 ft.

STR DEX CON INT WIS CHA


17(+3) 10(+0) 14(+2) 13(41) 12(41) = 15(4+2)

Skills Athletics +5, Intimidation +4

Damage Vulnerabilities bludgeoning


Damage Resistances necrotic

Damage Immunities poison

Condition Immunities exhaustion, poisoned


Senses passive Perception 11

Languages understands Common but doesn't speak


Challenge 4 (1,100 XP)

Proficiency Bonus +2

Fleeting Anger. If another creature deals damage to the


gravelighter, the gravelighter makes attack rolls with
advantage until the end of its next turn.

Unusual Nature. The gravelighter doesn't require air, food,


drink, or sleep.

ACTIONS

Multiattack. The gravelighter makes two Slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (ad6 + 3) piercing damage plus 10 (3d6)
necrotic damage.

Grappling Hands. Melee Weapon Attack: +5 to hit, reach


5 ft., one target. Hit: The target is grappled. The gravelighter
has four pairs of skeletal arms and can have four creatures
grappled this way.

BONUS ACTIONS

Many Hands. The gravelighter takes the Use an Object


action.

Paper Lantern. The gravelighter alters the radius of its


paper lantern, which sheds bright light in a 5 to 20-foot
radius and dim light for an additional number of ft. equal to
the chosen radius.

Art by Miranda Meeks

@mirandameeks
66

GUARDIAN OF OBORO

In recent times, the moonfolk have allowed visitors, merchants,


and others into their floating city of Otawara, which has become a
sort of beacon of progress and technology. However, their palace
of Oboro is regarded as a sacred place, and no outsiders or non-
moonfolk are allowed to step foot there. The Guardians of Oboro
are a force of dedicated moonfolk samurai who enforce this
restriction with cold calculus and deadly precision.

oi an

GUARDIAN OF OBORO

| Medium Humanoid (Moonfolk), Typically Lawful Neutral

Armor Class 18 (unarmored defense)


Hit Points 77 (14d8 + 14)
Speed 30 ft., fly 30 ft.

STR DEX
12(+1) 18(+4)

CON
13 (+1)

INT WIS
10 (+0) 18 (+4)

CHA
10 (+0)

Saving Throws Wis +6

Skills Perception +6, Performance +2, Persuasion +2


Senses passive Perception 16

Languages Common

Challenge 4 (1,100 XP)

Unarmored Defense. While the guardian is wearing no


armor and wielding no shield, its AC includes its Wisdom
modifier.

ACTIONS

Muttiattack. The guardian makes two Katana attacks.

Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 8 (ad8 + 4) slashing damage, or 9 (1d10 + 4)
slashing damage if used with two hands.

Direct Drones (1/day). The guardian summons a swarm of


papercraft butterfly drones. It has the statistics of a swarm
of wasps (see the Monster's Manual), except it is a Medium
swarm of Tiny Constructs, it is immune to psychic and
poison damage and the poisoned condition, and it doesn't
need to eat, drink, sleep or breathe.

A summoned swarm appears in an unoccupied space


within 60 feet of the guardian and acts as an ally of the
guardian. It remains for 1 minute, until it or the guardian
dies, or until the guardian dismisses it as an action.

REACTIONS

Parry. The guardian adds 2 to its AC against one melee or


ranged weapon attack that would hit it. To do so, the
guardian must see the attacker and be wielding a melee
wepaon.

W |
|
(}

EE |

Art by Ilse Gort


‘ @ilsegort

= HOUND

Small Beast, Unaligned

Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft.
STR DEX CON INT WIS CHA
10(+0) 13(4+1) 11(+0) 3(-4) 12(4+1)~ 6(-2)

HOUND

Senses passive Perception 13 Kamigawa is home to many different breeds of hound;


they are
Languages — descended from wolves, but domesticated and bred to assist
Challenge 1/8 (25 XP) humanoids in hunting and tracking. They also make trusted and

Skills Perception +3, Stealth +3

loyal companions to those who care for them, and some hounds

Proficiency Bonus +2
have even been known to befriend kami.

Keen Hearing and Smell. The hound has advantage on


Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on an attack roll


against a creature if at least one of the hound's allies is within
5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.


Hit: 2 (1d4) piercing damage.

/ |

67

68

IMPERIAL ENFORCER

Imperial enforcers act as guards and lawmen throughout the


territories of the Empire, tasked with keeping the peace and
tracking down criminals to bring them to justice.

IMPERIAL ENFORCER
Medium Humanoid, Typically Lawful Neutral

Armor Class 16 (scale mail)


Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


13(+1) 12(+1) 12(41) 10(+0) 11(+0) 10(40)

Skills Perception +2

Senses passive Perception 12


Languages Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2

ACTIONS

Tetsubo. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 5 ad8 + 1) bludgeoning damage.

Hand Crossbow. Ranged Weapon Attack: +3 to hit, range


30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

fe,

Ky) : ss

Art by Antonio J. Manzanedo

@ajmanzanedo

IMPERIAL MOTHRIDER

The moths of Eiganjo were once no different from any other great
beast of Kamigawa's wilds. It took years of patience and dedication
to convince them to bear riders. Mothriders ride these large moths
into battle and use them to patrol the skies.

IMPERIAL MOTHRIDER
Medium Humanoid (Fighter), Typically Lawful Neutral

Armor Class 17 (half plate armor)


Hit Points 45 (7d8+14)
Speed 30 ft.

STR DEX CON INT WIS CHA


14(+2) 15(+2) 14(42) 10(4+0) 12(41) 10(+0)

Skills Animal Handling +3, Athletics +4, Perception +3

Senses passive Perception 1 3


Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2

ACTIONS

Umayari. Melee Weapon Attack: +4 to hit (with


disadvantage against a target within 5 ft.), reach 10 ft., one
target. Hit: 8 (1di2 + 2) piercing damage, or 10 (1d12 + 4)

os

t by Victor Adame Minguez

A
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a


- «A
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4 ' @victoradameart

~~

IMPERIAL MOTH

Large Beast, Unaligned

Armor Class 12
Hit Points 19 (3d10 + 3)
Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA


13 (+1) 15(+2) 12(41) 9(1) 13(41) = 10(40)

Skills Perception +5, Stealth +4

Senses blindsight 60 ft., passive Perception 15


Languages —

Challenge 1/4 (50 XP)

Proficiency Bonus +2

Flyby. The moth doesn't provoke opportunity attacks when


it flies out of an enemy's reach.

ACTIONS

Proboscis. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 4 (1d6 + 1) slashing damage.

Silk (Recharge 5-6). Ranged Weapon Attack: +3 to hit,


range 30/60 ft., one creature. Hit: The target is restrained by
silk. While restrained this way, the target has three quarters
cover against attacks and other effects outside the silk. As an
action, the restrained target can make a DC 11 Strength
check, bursting the silk on a success. The silk can also be
attacked and destroyed (AC 10; hp 5; vulnerability to fire
damage; immunity to bludgeoning, poison, and psychic
damage).

piercing damage while mounted.


———— re

Ca |

69

70

IMPERIAL SUBDUER

An Imperial subduer is a samurai trained to use the war fan as a


weapon, and use wind magic to subdue and control his opponents.

— :
IMPERIAL SUBDUER

Medium Humanoid, Typically Lawful Neutral

Armor Class 16 (leather armor, war fan)


Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


14(+2) 14(+2) 12(41) 11(+0) 10(+0) 14(42)

Skills History +2, Religion +2


Senses passive Perception 10
Languages Common
Challenge | (200 XP)
Proficiency Bonus +2

ACTIONS

Multiattack. The subduer makes two melee attacks.

War Fan. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (1d6 + 2) slashing damage.

Spellcasting. The subduer casts one of the following spells,


using Charisma as the spellcasting ability (spell save DC 12):

At will: druidcraft, thaumaturgy


3/day each: expeditious retreat, feather fall, gust of wind
TT _____________— ||

IRON APPRENTICE

An iron apprentice is a cheap, scrap-welded robot used by smiths


and artisans in Sokenzashi to assist around the forge or shop. They
can take any number of forms, often made from whatever scraps
are on hand. They are more suited to lifting than battle but will
defend their creators and owners if necessary.

Art by Kekai Kotaki


_@kekai_kotaki / instagram
IRON APPRENTICE

Small Construct, Unaligned

Armor Class 13 (natural armor)


Hit Points 36 (8d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


16(+3) 10(+0) 11(+0) 10(+0) 14(+2) 1(5)

Skills Arcana +2, Athletics +5

Damage Resistances fire, lightning

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened,


paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 16

Languages —

Challenge | (200 XP)

Proficiency Bonus +2

Powerful Build. The apprentice has a carrying capacity of


500 lb. and can push, drag, or lift twice that amount.

Unusual Nature. The apprentice doesn't require air, food,


drink, or sleep.

ACTIONS

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 5 (ad4 + 3) bludgeoning damage plus 3 (1d6)
lightning damage.

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JIN-GITAXIAS

Large Monstrosity (Phyrexian, Artificer), Lawful Evil

ass 18 (natural armor)


Hit Points 190 (20d10+80)
Speed 30 fi.

STR DEX CON INT WIS CHA

Deception +6, Investigation +10, Perception +6


1age Resistances acid, poison; bludgeoning, piercing,
and slashing from nonmagical attacks

ge Immunities necrotic

ses darkvision 60 ft., passive Perception 16

yes Common, Phyrexian

16 (15,000 XP)

ncy Bonus +5

Prot

saving throw, he can choose to succeed instead.


ACTIONS

claws.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one

creature. Hit: 10 (2d6 + 3) slashing damage, and the target


must make a Constitution saving throw.

I,
AG) 13 (+1) 18(+2) 20(+5) 12(41) 13(41)

Legendary Resistance (3/day). If Jin-Gitaxias fails a

Multiattack. Jin-Gitaxias makes three attacks with his

On a failed save, the target takes 7 (2d6) poison damage and


is poisoned until the end of its next turn. On a successful
save, the target takes half as much damage and isn't
poisoned.

Spellcasting. Jin-Gitaxias casts one of the following spells,


requiring no material components and using Intelligence as
the spellcasting ability (spell save DC 24):

At will: detect magic

3/day each: dispel magic, hold person, identify, see


invisibility,

1/day each: dominate person, programmed illusion,


telepathic bond

REACTIONS

Counterspell. Jin-Gitaxias casts counterspell, using


Intelligence as the spellcasting ability.

LEGENDARY ACTIONS

Jin-Gitaxias can take 3 legendary actions, choosing from the


options below. Only one legendary action can be used at a
time and only at the end of another creature's turn. Jin-
Gitaxias regains spent legendary actions at the start of his
turn.

Claw. Jin-Gitaxias makes one attack with his Claws.

Spellcasting (Costs 2 Actions). Jin-Gitaxias uses


Spellcasting.

JUKAI ARCHER

The Jukai Order is organized in decentralized cells scattered


throughout the plane. Cells are small, typically comprised of a few
stealth operatives and a kami channeler or two. They mobilize
quickly and hide when needed, favoring decisive acts of swift
destruction.

Art ay Sia Ere ase alt:


Grhestevepr escort

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JUKAI ARCHER

Medium Humanoid (Ranger), Typically Chaotic Good

Armor Class 16 (studded leather)


Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS”~ CHA “i


11(+0) 18(+4) 16(4+3) 11(40) 14(4+2) 10(40)

Skills Acrobatics +6, Perception +5


Senses passive Perception 15
Languages Common

Challenge 3 (700 XP)

Proficiency Bonus +2

ACTIONS

Mutltiattack. The archer makes two Wakizashi or Daikyu


attacks.

Wakizashi. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 7 (ad6 + 4) piercing damage.

Daikyu. Ranged Weapon Attack: +6 to hit, range 150/600


ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Spellcasting. The archer casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC 12):

2/day each: cordon of arrows, spike growth

JUKAI PRESERVER

Kami take a very active role in shaping and guiding the Order of

Jukai, providing power, friendship, and a shared sense of purpose.

Some members and kami share such a deep, personal connection


that the kami will grant the mortal permission to access the
deepest recesses of their magic. These channelers can call upon
powerful spirits and primal forces of nature.

Art by Donato Giancola

@donatoarts

JUKAI PRESERVER

Medium Humanoid, Typically Chaotic Good

Armor Class 13
Hit Points 27 (5d8 + 5)

| Speed 30 ft.

STR DEX CON INT WIS CHA


10(+0) 12(+1) 13(41) 12(41) 15(+2) 11(+4+0)

| Skills Medicine +4, Nature +3, Perception +4

Senses passive Perception 14


Languages Common, Druidic, Orochi
Challenge 2 (450 XP)
Proficiency Bonus +2

Unarmored Defense. While the preserver is wearing no


armor and wielding no shield, its AC includes its Wisdom
modifier.
ACTIONS

Muttiattack. The preserver makes two Unarmed Strike


attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5


ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Thorn Whip. Melee Spell Attack: +4 to hit, reach 30 ft., one


target. Hit: 3 (1d6) piercing damage, and if the target is
Large or smaller, it is pulled up to 10 feet closer to the
preserver.

Spellcasting. The preserver casts one of the following


spells, using Wisdom as the spellcasting ability (spell save
DC 12):

At will: druidcraft

3/day each: entangle, speak with animals, speak with plants


1/day each: animal messenger, conjure fey, locate animals
or plants

JUKAI TRAINEEE

The Order of Jukai accepts only the strongest in body and spirit.
On the last day of a Jukai agent's training, they are bequeathed a
powerful relic blessed by the kami.

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Art by Francisco Miyara

Synod

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JUKAI TRAINEE

Medium Humanoid (Monk), Typically Chaotic Good


Armor Class | 4
Hit Points 22 (4d8 + 4)
Speed 40 ft.

STR DEX CON INT WIS CHA


13 (+1) 15(+2) 12(4+1) 10(+0) 14(4+2) 9(-1)

Skills Arcana +2, Acrobatics +4, Religion +2


Senses tremorsense 10 ft., passive Perception 10
Languages Any one language, usually Common
Challenge 1/2 (100 XP)

Proficiency Bonus +2

Unarmored Defense. While the trainee is wearing no


armor and wielding no shield, its AC includes its Wisdom
modifier.

ACTIONS

Multiattack. The trainee makes two melee attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5


ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

REACTIONS

Parry. The trainee adds 2 to its AC against one melee or


ranged weapon attack that would hit it. To do so, the trainee
must see the attacker.

@frmiyara


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Art by Nicholas Gregory


@cosmicdaydreamstudio Wii.

KAMI OF BAMBOO
GROVES

The kami of bamboo groves appears as a disembodied forest


creature; its heads and limbs float apart from its torso. It appears
to be made of bamboo and has sharp claws and three eyes on its
floating face. The swamps of takenuma were once a green bamboo
forest, but this kami can be found anywhere bamboo will grow.

KAMI OF BAMBOO GROVES

Large Plant (Kami), Typically Neutral

Armor Class 15 (natural armor)


Hit Points 136 (16d10 + 48)
Speed 30 ft., climb 30 ft.

DEX
8 (-1)

CHA
10 (+0)

STR
18 (+4)

Skills Stealth +2

Damage Vulnerabilities fire

Damage Immunities poison

Condition Immunities exhaustion, poisoned


Senses darkvision 60 ft., passive Perception 10
Languages understands Common but can't speak
Challenge 5 (1,800 XP)

Proficiency Bonus +3

CON
16 (+3)

INT WIS
8(-1) 12 (41)

Forestwalk. The kami ignores difficult terrain made of


plants or undergrowth.

ACTIONS

Multiattack. The kami makes two Claw attacks.


Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.

Spellcasting. The kami casts one of the following spells,


requiring no spell components and using Wisdom as the
spellcasting ability (spell save DC 12):

At will: drudcraft, speak with plants


3/day: plant growth
1/day: tree stride

Art by Milivoj Ceran


@mceran

KAMI OF CELEBRATION

The kami of celebration appears as a large red rope with decorative


knots, incorporating many golden bells; three of which serve as
eyes and speechless mouths. A white cloth sometimes makes the
kami appear as though it has wings or is wearing a cape. This kami
is associated with revelry and often appears during celebrations
and holidays.

KAMI OF CELEBRATION

Medium Aberration (Kami), Typically Chaotic Neutral

Armor Class 1 3
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


13(+1) 17(4+3) 12(41) 10(4+0) 8(-1) 16(+43)

Saving Throws Dex +5, Cha +5

Skills Acrobatics +7, Performance +5

Condition Immunities blinded

Senses passive Perception 9

Languages understands Common but can't speak


Challenge 1 (200 XP)

Proficiency Bonus +2
Enthralling Revelry. If the kami engages in revelry for at
least 1 minute, it chooses up to four Humanoids within 60
feet of it who were present for the entire minute. Each target
must succeed on a DC 13 Wisdom saving throw or be
charmed. While charmed in this way, the target will take part
in the kami's revels. The charmed condition ends for the
creature after 1 hour, if it takes any damage, if the kami
attacks the target, or if the target witnesses the kami
attacking or damaging any of the target's allies.

Unusual Nature. The kami doesn't require air, food, drink,


or sleep, and magic can't put the kami to sleep.

ACTIONS

Multiattack. The kami makes three Pelt attacks.

Pelt. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one


target. Hit: 5 (ad4 + 3) bludgeoning damage.

Spellcasting. The kami casts one of the following spells,


requiring no spell components and using Charisma as the
spellcasting ability (spell save DC 13):

1/day each: crown of madness, hideous laughter,


irresistable dance

BONUS ACTIONS

Nimble. The kami takes the Disengage action.

V7

Art by Chris Rahn


@ChrisRahnArt

KAMI OF INDUSTRY

The kami of industry appears as a large white gorilla with four


arms and is accompanied by floating bits of red-hot metal that
sometimes form letters in the air around it. Its stomach also serves
as a forge where it heats metal to work with and create new
objects. This kami is often found around Sokenzashi or anywhere
creativity and ingenuity with craft are allowed to flourish.

* The control flames spell appears in Xanathar's Guide to


Everything and the Elemental Evil Player's Companion.
KAMI OF INDUSTRY

Large Monstrosity (Kami), Typically Neutral

Armor Class 13
Hit Points 59 (7d10 + 21)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


18(+4) 16(+3) 16(+3) 18(+4) 12(41) 7(2)

Skills Athletics +6, Perception +5


Senses darkvision 60 ft., passive Perception 15
Languages Common

Challenge 4 (1,100 XP)

Proficiency Bonus +2

ACTIONS

Multiattack. The kami makes one Hammer, one


Longsword, and two Fist attacks.

Hammer. Melee or Ranged Weapon Attack: +6 to hit,


reach 10 ft. or range 20/60 ft., one creature. Hit: 6 (1d4 + 4)
bludgeoning damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 10 ft.,


one creature. Hit: 8 (1d8 + 4) slashing damage.

Fist. Melee Weapon Attack: +6 to hit, reach 10 ft., one


target. Hit: 7 (1d6 + 4) slashing damage.

Spellcasting. The kami casts one of the following spells,


using Intelligence as the spellcasting ability (spell save DC
14):

At will: control flames*, heat metal, produce flame

KAMI OF MOURNING

The kami of mourning appears as a skeletal centaur-like creature,


with a horse-like lower half made of bones and a more humanoid
upper torso. It has two arms, but an additional pair of skeletal
arms and legs point up from its front legs. The humanoid portion
is covered with long black hair and appears to be hiding tiny skulls
or masks beneath it. The kami has a somber mask, and is
accompanied by floating red discs, and sometimes shadow
skeletons. This kami often appears at times of great loss and is
seen leading the kami March of Wretched Sorrow.

| Armor Class 15 (natural armor)


| Hit Points 124 (15d10 + 45)
| Speed 40 ft.

Art by Josh Hass

@joshhass

nw
KAMI OF MOURNING

Large Undead (Kami), Typically Neutral

STR DEX CON INT WIS

16(+3) 12(4+1) 17(+3) 6(2) «11(+0) ~ 6(-2)

Damage Vulnerabilities bludgeoning

Damage Resistances psychic

Damage Immunities poison

Condition Immunities exhaustion, petrified, poisoned,


stunned

Senses darkvision 60 ft., passive Perception 10

Languages understands Common but doesn't speak

Challenge 9 (5,000 XP)

Proficiency Bonus +4

Mourning. At the start of each of the kami's turns, each


creature within 5 feet of it that can hear it must succeed on a
DC 15 Wisdom saving throw or take 10 (3d6) psychic
damage.

ACTIONS
Multiattack. The kami makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 60 ft., one


target. Hit: 21 (4d8 + 3) slashing damage.

Create Skeleton. The kami targets a Humanoid within 10


feet of it that has been dead for no longer than 1 minute. The
target's spirit rises as a ghostly skeleton in the space of its
corpse or in the nearest unoccupied space. The skeleton is
under the kami's control. The kami can have no more than
five skeletons under its control at one time.

Wail (1/day). Each creature within 300 feet of the kami

that can hear it must make a DC 15 Wisdom saving throw,


taking 18 (4d8) psychic damage on a failed save, or half as
much damage on a successful one.

80

KAMI OF RESTLESS
SHADOWS

The kami of restless shadows appears as a menacing, cloaked


skeletal figure, dressed in black and surrounded by floating objects
similar to throwing stars. It has four spider-like skeletal legs that
peek out from its robe as it crawls along. This kami is associated
with death and the grave.

KAMI OF RESTLESS SHADOWS

Medium Undead (Kami), Typically Chaotic Evil

Armor Class 13
Hit Points 66 (12d8 + 12)
Speed 40 ft.

STR DEX CON INT WIS CHA L


10(+0) 17(+3) 12(4+1) 14(42) 13(41)) 14(42)

Saving Throws Wis +4

Skills Stealth +7

Damage Vulnerabilities radiant

Damage Immunities necrotic, poison


Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages understands Common but doesn't speak
Challenge 4 (1,100 XP)

Proficiency Bonus +2

Light Sensitivity. While in bright light, the kami has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

ACTIONS

Foreleg. Melee Weapon Attack: +5 to hit, reach 5 ft., one


creature. Hit: 10 (2d6 + 3) slashing damage or, if the kami
had advantage on the attack roll, 17 (4d6 + 3) slashing
damage.

Raise Shadow. The kami targets a Humanoid within 10


feet of it that has been dead for no longer than 1 minute. The
target's spirit rises as a shadow in the space of its corpse or
in the nearest unoccupied space. The shadow is under the
kami's control, and can't create more shadows. The kami can
have only one shadow under its control at one time.

BONUS ACTIONS

Shadow Stealth. While in dim light or darkness, the kami


takes the Hide action.

(a a

Art by Mark Zug


: @markzug

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— SB if

KAMI OF TERRIBLE SECRETS

The kami of terrible secrets is a strange, otherworldly kami that appears as a


creature with a spider-like lower half and humanoid upper half.
It has no head but carries a strange glowing orb that it holds near where its head
would be. It is accompanied by a large floating shell similar
to a horseshoe crab, with its own eyes and many clawed hands. Further, the kami is
accompanied by numerous floating eyes and ears, all of
which serve to help this kami uncover secrets and learn information. It has been
seen lurking among the rotting bamboo of the swamps of

Takenuma.

KAMI OF TERRIBLE SECRETS

Medium Aberration (Kami), Typically Neutral Evil

Armor Class 1 3
Hit Points 40 (9d8)
Speed 10 ft., fly 40 ft. (hover)

STR
6 (-2)

DEX
17 (+3)

CON
10 (+0)

INT
VAG)

WIS
15 (+2)

CHA
16 (+3)

Saving Throws Int +6, Wis +5

Skills Perception +5, Insight +5, Stealth +6

Damage Resistances bludgeoning, piercing, and slashing


from nonmagical attacks

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, frightened, petrified,


poisoned

Senses truesight 60 ft., passive Perception 15

Languages all

Challenge 5 (1,300 XP)


Proficiency Bonus +3

Keen Senses. The kami has advantage on Wisdom


(Perception) checks that rely on hearing or sight.

Unusual Nature. The kami doesn't require air, food, drink,


or sleep.

ACTIONS

Maddening Touch. Melee Spell Attack: +6 to hit, reach 5


ft., one target. Hit: 17 (4d6 + 3) psychic damage.

Howling Babble (Recharge 6). Each creature within 30


feet of the kami that can hear it must make a DC 14 Wisdom
saving throw. On a failed save, a target takes 12 (2d8 + 3)
psychic damage, and it is stunned until the end of its next
turn. On a successful save, it takes half as much damage and
isn't stunned. Constructs and Undead are immune to this
effect.

Weird Insight. The kami targets one creature it can see


within 30 feet of it. The target must contest its Charisma
(Deception) check against the kami's Wisdom (Insight)
check. If the kami wins, it magically learns one fact or secret
about the target. The target automatically wins if it is
immune to being charmed, or if it is a Construct or Undead.

Whispers of Compulsion. The kami chooses up to three


creatures it can see within 60 feet of it. Each target must
succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8
+ 3) psychic damage and must use its reaction to make a
melee weapon attack against one creature of the allip's choice
that the allip can see. Constructs and Undead are immune to
this effect.

eee eeeee—————————————————————————

81

4 Fs

- KAMI OF TRANSIENCE

The kami of transience bears a resemblance to an elk or horse and


appears to have both white fur, and bark growing from it. Its upper

» half has a humanoid mask and pieces of masks, and a tree grows
from its shoulders. It is accompanied by floating masks with

| leaves. This kami is associated with inevitable change.

KAMI OF TRANSIENCE

Medium Fey (Kami), Typically Chaotic Neutral

Armor Class 16 (natural armor)


Hit Points 143 (22d8 + 44)
Speed 50 ft.

STR DEX CON INT WIS CHA


12(+1) 19444) 14G2) 19044) 20(45) 21(45)

Saving Throws Int +8, Wis +9

Skills Arcana +8, Nature +8, Perception +9

Senses darkvision 60 ft., passive Perception 19


Languages understands Common but doesn't speak it
Challenge 9 (5,000 XP)

Proficiency Bonus +4

Magic Resistance. The kami has advantage on saving


throws against spells and other magical effects.

Speak with Beasts and Plants. The kami can


communicate with beasts and plants as if they and the kami
shared a language.

ACTIONS

Mutltiattack. The kami makes three attacks.

Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 12 (2d6 + 5) bludgeoning damage.

Spellcasting. The kami casts one of the following spells,


requiring no spell components and using its Wisdom as the
spellcasting ability (spell save DC 17).

At will: druidcraft
3/day each: dispel magic, entangle, plant growth, spike
growth

1/day each: moonbeam, grasping vine, wall of thorns

Suppress Magic (Recharge 5-6). The kami targets one


magic item it can see within 120 feet of it. If the magic item
isn't an artifact, its magical properties are suppressed for 10
minutes, until the kami is incapacitated or dies, or until the
kami uses a bonus action to end the effect.

Art by Steve Prescott


7 .
@ _— &

KAMI OF
TRANSMUTATION

The kami of transmutation appears as a translucent, ghostly figure


with four hands, but has an opaque humanoid mask and long
black hair. The mask is surrounded by different kinds of materials,
stone, wood, and sometimes metal. The floating energy objects
around it range from stone slabs to neon signs. This kami has the
ability to transmute objects and creatures into other forms.

Art by Mirko Failoni

@mirkodocfile

ne §

’ KAMI OF TRANSMUTATION

Medium Aberration (Kami), Typically Neutral

Armor Class 15 natural armor

8 Hit Points 49 (11d8)

Speed 30 ft.

STR DEX CON INT WIS CHA


9(-1) 14(4+2) uo) 12041) #17(43)~ 11(40)
Saving Throws Con +3, Wis +6

Skills Medicine +4, Perception +6, Survival +6

Damage Resistances bludgeoning, piercing, and slashing


from nonmagical attacks

Damage Immunities poison

Condition Immunities grappled, poisoned, prone

Senses darkvision 60 ft., passive Perception 16

Languages Common

Challenge 5 (1,800 XP)

Proficiency Bonus +3

Immutable Form. The kami is immune to any spell or


effect that would alter its form against its will.

ACTIONS

Multiattack. The kami makes three Ethereal Burst attacks.

Ethereal Burst. Melee or Ranged Spell Attack: +6 to hit,


reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3)
force damage.

Spellcasting. The kami casts one of the following spells,


requiring no spell components and using Wisdom as the
spellcasting ability (spell save DC 14):

At will: alter self, light, prestidigitation


2/day each: fabricate, stone shape, polymorph
1/day: transmute rock

84

KAPPA CANNONEER

With the kappa reemerging in Kamigawa in the modern era, some


have taken to incorporating the new technology into.their shells.
The kappa cannoneer is a kappa who has attached a plasma
cannon to its shell, using it to devastating effect. The kappa have
emerged from Lake Kamitaki, but their motives are unknown; they
might be defending their homes from intruders, or allying
themselves with one of Kamigawa's factions.
¥

‘a PA art by Jesper Ejsing ~~

f : @ejsing ©
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KAPPA CANNONEER

Medium Humanoid (Kappa), Any Alignment

Armor Class 18 (natural armor, shield)


Hit Points 84 (13d8 + 26)
Speed 30 ft., swim 30 ft.

STR DEX CON


13 (+1) 18(+4) 14(42)

INT WIS CHA

11(+0) 13(41) 14(+42)

Saving Throws Dex +6, Con +4, Wis +3


Skills Perception +3, Stealth +8

Senses passive Perception 13


Languages Common

Challenge 4 (1,100 XP)

Proficiency Bonus +2

Amphibious. The kappa can breathe air and water.

ACTIONS
Muttiattack. The kappa makes two Claws attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 4 (1d6 + 1) slashing damage.

Plasma Cannon. Ranged Weapon Attack: +6 to hit, range


30/90 ft., one target. Hit: 17 (2d12 + 4) radiant damage.

Shell Defense. The kappa withdraws into its shell. Until it


emerges, it gains a +4 bonus to AC and has advantage on
Strength and Constitution saving throws. While in its shell,
the kappa is prone, its speed is 0 and can't increase, it has
disadvantage on Dexterity saving throws, it can't take
reactions, and the only action it can take is a bonus action to
emerge.

Ce |

Art by ‘Alexander /

@mokhman ~

KIRIN

The kirin appear as spirits with aspects of horse, dragon, and deer or goat. They
have horns and can fly through magical means. There are five
legendary kirin who spend every 1000 years among mortals before reuniting with the
other kirin to discuss their experiences. Dew, the
cloudhoof kirin; Pipe, the skyfire kirin; Silverbeard, the celestial kirin; Thorn,
the bounteous kirin; and Scale, the infernal'kirin, who spends
his time among mortals not as a humanoid but as a disease. There is also Hinata,
the dawn crowned, a kirin known to be curious or

meddlesome.

Large Celestial (Kami), Typically Chaotic Good

Armor Class 20 (natural armor)


Hit Points 153 (18d10 + 54)
Speed 60 ft., fly 120 ft. (hover)

STR DEX CON INT WIS CHA

21(+5) 16(+3) 16643) 19044) 20(+5) 20(+5)


Skills Insight +9, Perception +9, Religion +8

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., truesight 30 ft., passive


Perception 19

Languages all, telepathy 120 ft.

Challenge 12 (8,400 XP)

Proficiency Bonus +4

Legendary Resistance (3/Day). If the kirin fails a saving

throw, it can choose to succeed instead.

Magic Resistance. The kirin has advantage on saving


throws against spells and other magical effects.

ACTIONS

Mutltiattack. The kirin makes two Hoof attacks and one

Horn attack.

Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one


target. Hit: 10 (2d4 + 5) bludgeoning damage.

Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 14 (2d8 + 5) piercing damage.

Spellcasting. The kirin casts one of the following spells,


requiring no material components and using Wisdom as the
spellcasting ability (spell save DC 17):

At will: light, thaumaturgy

3/day each: cure wounds, dispel magic, lesser restoration


1/day each: calm emotions, dream, greater restoration,
protection from evil and good, revivify, wind walk

Change Shape. The kirin magically polymorphs into a


humanoid or beast that has a challenge rating no higher than
its own, or back into its true form. It reverts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed
or borne by the new form (the kirins's choice).

In a new form, the kirin retains its alignment, hit points,


Hit Dice, ability to speak, proficiencies, Legendary
Resistance, legendary actions, and Intelligence, Wisdom, and
Charisma scores, as well as this action. Its statistics and
capabilities are otherwise replaced by those of the new form,
except any class features or legendary actions of that form.

LEGENDARY ACTIONS

The kirin can take 3 legendary actions, choosing from the


options below. Only one legendary action can be used at a
time and only at the end of another creature's turn. The kirin
regains spent legendary actions at the start of its turn.

Move. The kirin moves up to half its speed without


provoking opportunity attacks.

Attack. The kirin makes one Hoof or Horn attack.

eee ee |

85

ds
— i

KYODAI

RY SS Art by Daniel Zrom

~s=>@danielzrom

Called the Soul of Kamigawa, Kyodai is the kami of the plane itself. She was
originally an aspect of O-Kagachi, the embodiment of both the
Kakuriyo and Utsushiyo. Kyodai was stolen by Takeshi Konda, which instigated the
Kami War. In its aftermath, Kyodai bonded with Michiko
Konda and helped start the Empire to preserve the balance between the worlds and
prevent another war.

KYODAI

Gargantuan Dragon (Kami), Lawful Good


Armor Class 23 (natural armor)
Hit Points 585 (30d20 + 270)
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.

STR DEX CON INT WIS CHA

30(4+10) 18(44) 29649) 25(+7) 28(4+9) 30(+10)

Saving Throws Con +18, Int +16, Wis +18, Cha+19

Skills Insight +18, Perception +18, Persuasion +19

Damage Immunities cold, fire, lightning, necrotic, poison,


radiant; bludgeoning, piercing, and slashing from
nonmagical attacks

Condition Immunities blinded, charmed, frightened,


paralyzed, poisoned, stunned

Senses truesight 120 ft., passive Perception 28

Languages all

Challenge 30 (155,000 XP)

Proficiency Bonus +9

Legendary Resistance (5/Day). If Kyodai fails a saving

throw, she can choose to succeed instead.

ACTIONS

Multiattack. Kyodai makes one Bite attack and two Claw

attacks.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one


target. Hit: 23 (2d12 + 10) piercing damage plus 22 (4d10)
force damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one


target. Hit: 21 (2d10 + 10) slashing damage. If the target is a
creature, it must succeed on a DC 27 Strength saving throw
or be knocked prone.
Spellcasting. Kyodai casts one of the following spells,
requiring no material components, using Charisma as the
spellcasting ability (spell save DC 27):

2/day each: banishment, plane shift

Brilliant Burst (Recharge 5—6). Kyodai uses one of the


following brilliant burst options:

Brilliant Restoration Each creature of Kyodai's choice with


100 feet of her regains 71 (13d10) hit points, and each
creature in that area of Kyodai's choice that has been
dead for no longer than 1 hour is restored to life with all
its hit points.

Brilliant Vengeance Every enemy within 50 feet of Kyodai


must make a DC 26 Dexterity saving throw, taking 66
(12d 10) radiant damage on a failed save, or half as
much damage on a successful one.

LEGENDARY ACTIONS

Kyodai can take 3 legendary actions, choosing from the


options below. Only one legendary action can be used at a
time and only at the end of another creature's turn. Kyodai
regains spent legendary actions at the start of her turn.

Attack. Kyodai makes one Claw attack.

Furious Bite (Costs 2 Actions). Kyodai makes one Bite


attack. If the attack hits a creature, the target must
succeed on a DC 27 Wisdom saving throw or become
frightened of Kyodai until the end of the target's next
turn.

MIRROSHELL CRAB

The mirroshell crab is an enormous crustacean found in the waters


of Kamigawa. Its shell is highly reflective, making magic cast at it
quite difficult. Its large size means it has no problem making a
meal out of humanoids just as easily as fish.

MIRRORSHELL CRAB

Huge Beast, Unaligned


Armor Class 17 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA


1914) 8 Cy) 16 (3) sca) arGo) sic)

Skills Stealth +2

Senses blindsight 30 ft., passive Perception 10


Languages —

Challenge 5 (1,800 XP)

Proficiency Bonus +3

Amphibious. The crab can breathe air and water.

Antimagic Shell. The crab has advantage on saving throws


against spells, and any creature making a spell attack against
the crab has disadvantage on the attack roll.

Shell Camouflage. While the crab remains motionless with


its pincers tucked close to its body, it resembles a pile of
detritus. A creature within 30 feet of it can discern its true
nature with a successful DC 15 Intelligence (Nature) check.

ACTIONS

Multiattack. The crab makes two attacks with its Claws.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one


target. Hit: 20 (3d10 + 4) bludgeoning damage, and the
target is grappled (escape DC 15). The crab has two claws,
each of which can grapple only one target.
[| ee |

87

88

NINJA

Medium Humanoid (Rogue), Any Alignment

Armor Class 15 (studded leather)


Hit Points 63 (12d8 + 12)

Speed 40 ft.
STR DEX CON INT WIS CHA
13(+1) 16(+3) 12(4+1) 10(+0) 15(4+2) 10(40)

Skills Acrobatics +5, Deception +2, Perception +4, Stealth

+5
Senses passive Perception 14
Languages Any one language, usually Common
Challenge 3 (700 XP)
Proficiency Bonus +2

Assassinate. During its first turn, the ninja has advantage

on attack rolls against any creature that hasn't taken a turn.


Any hit the ninja scores against a surprised creature is a
critical hit.

Evasion. If the ninja is subjected to an effect that allows it


to make a Dexterity saving throw to take only half damage,
the ninja instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.

a a at

Art by Ekaterina Burmak


@katemaxpaint

Sneak Attack (14/Turn). The ninja deals an extra 14 (4d6)


damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5
feet of an ally of the ninja that isn't incapacitated and the
ninja doesn't have disadvantage on the attack roll.

ACTIONS

Mutltiattack. The ninja makes two Ninjato or Shuriken

attacks.

Tanto. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 5 (1d4 + 3) piercing damage.
Shuriken. Ranged Weapon Attack: +5 to hit, range 20/60
ft., one target. Hit: 5 (ad4 + 3) piercing damage.

Smoke Bomb (3/day). The ninja throws a smoke bomb at


a point it can see within 60 feet of it. It emits a cloud of
smoke that creates a heavily obscured area in a 20-foot
radius. A moderate wind (at least 10 miles per hour)
disperses the smoke in 4 rounds; a strong wind (20 or more
miles per hour) disperses it.

BONUS ACTIONS

Shadow Stealth. While in dim light or darkness, the ninja

takes the Hide action.

ONI CULTIST

Oni cultists can be found throughout Kamigawa, seeking to bring


back their masters, the oni who are locked away in Kakuriyo.
Worship of the oni is traditional in the culture of the ogres, but can
also be found commonly among the Reckoner gangs of Towashi.
There is no limit to where one might find a cultist lurking and
serving their master.

Oni in Kamigawa can use the statistics for the oni in the Monster
Manual; more powerful spirits might use any of that book's
statistics for demons or devils.

Oni possession was common during the Kami War, and some
oni cultists might find themselves possessed by an oni. Oni
possession is distinguished by a glowing third eye that appears
vertically on the forehead of the possessed, called the Mark of the
Oni. This possession functions similarly to the Possession action of
the ghost, which also appears in the Monster Manual

ONI CULTIST

Medium Humanoid, Typically Lawful Evil

Armor Class 13 (leather armor)


Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


11(+0) 14(+2) 12(41) 10(+0) 13(41) 14(42)
Skills Deception +4, Intimidation +4, Religion +2
Senses passive Perception 1 1

Languages Common, Ritual

Challenge 2 (450 XP)

Proficiency Bonus +2

Dark Devotion. The cultist has advantage on saving throws


against being charmed or frightened.

ACTIONS

Mutltiattack. The cultist makes two melee attacks.

Tanto. Melee or Ranged Weapon Attack: +4 to hit, reach 5


ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing
damage.

Inflict Wounds Gi/day). Melee Spell Attack. +4 to hit,


reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.

Spellcasting. The cultist casts one of the following spells,


using Charisma as the ability modifier (spell save DC 12)

At will: thaumaturgy
3/day each: darkness, command, hold person

Art by Justine Cruz


¢

@justinecruzart

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RAIJU

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The raiju is a spirit strongly associated with thunder, lightning, electricity, and
storms. It appears as a beast similar to a wolf, though it has
horns, and it has five eyes; a pair below its normal pair and a singular eye on its
forehead. It is accompanied by flower-like energy objects,
which conduct excess electricity around the creature. It is lightning fast and
incredibly dangerous, even to experienced kami intercessors.

RAIJU

_ Medium Elemental (Kami), Typically Chaotic Neutral

Armor Class 14
Hit Points 60 (8d8 + 24)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


12(+1) 19(+4) 16(+3) S8(-1) 11(4+0) 10(40)

Saving Throws Dex +2

Damage Resistances thunder

Damage Immunities lightning

Condition Immunities paralyzed

Senses darkvision 60 ft, passive Perception 10


Languages understands Common but doesn't speak
Challenge 4 (1,800 XP)

Proficiency Bonus +2

_ Evasion. If the raiju is subjected to an effect that allows it to

make a Dexterity saving throw to take only half damage, the


raiju instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.

Lightning Form. The raiju can move through a space as


narrow as 1 inch wide without squeezing. A creature that
touches the raiju or hits it with a melee attack while within 5
feet of it takes 5 (1d10) lightning damage. In addition, the
raiju can enter a hostile creature's space and stop there. The
first time it enters a creature's space on a turn, that creature
takes 5 (1d10) lightning damage.
Water Susceptibility. For every 5 feet the raiju moves in
water, or for every gallon of water splashed on it, it takes 1
cold damage.

ACTIONS

Muttiattack. The raiju makes two Claw attacks, then uses


its Lightning Strike if available.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) lightning damage.

Lightning Strike (Recharge 5-6). The raiju shoots


lightning at a point it can see within 120 feet of it. Each
creature within 5 feet of that point must make a DC 13
Dexterity saving throw. A creature takes 16 (3d10) lightning
damage on a failed save, or half as much damage on a
successful one.

Art by Gaboleps
@gaboleps

SAMURAI

Samurai are warriors trained in the ancient arts of battle and the
sword. Most samurai are graduates of the Golden-Tail Academy,
where they learn both ancient techniques as well as other skills
such as strategy and history.

SAMURAI

Medium Humanoid (Fighter), Any Alignment

Armor Class 17 (splint armor)


Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


16(+3) 13(41) 14(4+2) 10(4+0) 11(40) 10(+0)

Saving Throws Wis +2

Skills Athletics +5, Insight +2, Perception +2, Persuasion


+2
Senses passive Perception 12

Languages any one language (usually Common)

Challenge 3 (700 XP)

Proficiency Bonus +2

ACTIONS

Multiattack. The samurai makes two Katana attacks. If it


has a wakizashi drawn, it can also make a Wakizashi attack.

Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (ad8 + 3) slashing damage, or 8 (1d10 + 3)

one target. Hit: 6 (1d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit,


range 100/400 ft., one target. Hit: 6 (1dio + 1) piercing
damage.

BONUS ACTION |

Fighting Spirit (3/day). The samurai gains 5 temporary


hit points and gains advantage on all weapon attack rolls

* until the end of its turn.

slashing damage if used with two hands.


Wakizashi. Melee Weapon Attack: +5 to hit, reach 5 ft.,

SEVEN-TAIL MENTOR

Art by Eelis Kyttanen

@eeliskyttanen

The seven-tail mentor is a kitsune master sensei at Golden-Tail academy, where the
best Imperial samurai are trained. Kitsune grow tails as
they grow in experience, knowledge, and wisdom; a seven-tailed kitsune is very wise
in the ways of battle. The mentor is a teacher to students,
but remains formidable in its own right, able to draw on its experience to gain the
upper hand against its enemies.
SEVEN-TAIL MENTOR

Medium Humanoid (Fighter, Kitsune), Any Alignment

Armor Class 18 (plate)


Hit Points 229 (27d8 + 108)
Speed 30 ft.

STR DEX CON INT WIS CHA

20(+5) 16(+3) 18(+4) 12(41) 12(41)) 18(+4)

Saving Throws Str +9, Dex +7, Con+8

Skills Athletics +9, Intimidation +8, Perception +5,


Persuasion +8

Senses passive Perception 15

Languages Common

Challenge 12 (8,400 XP)

Proficiency Bonus +4

_ Tails of Wisdom (7/Day). If the mentor fails an attack

roll, ability check, or saving throw, it can give itself a +4


bonus to the roll.

Survivor. The mentor regains 10 hit points at the start of its


turn if it has fewer than half its hit points but at least 1 hit
point.

ACTIONS

Mutltiattack. The mentor makes two Nodachi or Hankyu


attacks.

Nodachi. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 12 (2d6 + 5) slashing damage.

Hankyu. Ranged Weapon Attack: +7 to hit, range 80/320


ft., one target. Hit: 6 (1d6 + 3) piercing damage.

LEGENDARY ACTIONS
The mentor can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a
time and only at the end of another creature's turn. The
mentor regains spent legendary actions at the start of its
turn.

Command Ally. The mentor targets one ally it can see


within 30 feet of it. if the target can see and hear the
mentor, the target can make one weapon attack as a
reaction and gains advantage on the attack roll.

Weapon Attack. The mentor makes one Nodachi or


Hankyu attack.

_ Art by Donato Giancola

= @donatoarts
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SKYSWIMMER KOI

es Gargantuan Beast, Unaligned

Armor Class 13
Hit Points 42 (4d20)
Speed 0 ft., fly 30 ft., swim 40 ft.

STR DEX CON INT WIS’ CHA


21(C4) 161-3) GO) ed (C5) ee 7i(C2)) e264)

Senses darkvision 60 ft., passive Perception 8


Languages —
Challenge 1/4 (50 XP)

SKYSWI M M E R KOI Proficiency Bonus +2

Enormous koi fish known as skyswimmers can be found flying


about the skies of Kamigawa, believed to be related in some way to
the Colossal Sky Turtles. These fish once swam alone among the
clouds, but now the people of Kamigawa have built high enough to ACTI O N S

Amphibious. The koi can breathe air and water.

reach them. Swallow. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: A Large a smaller creature is swallowed. A
swallowed creature is blinded and restrained, has total cover
against attacks and other effects outside the koi, and takes 13
(3d8) acid damage at the start of each of the koi's turns.

The koi's gullet can hold up to two creatures at a time. If the


koi takes 20 damage or more on a single turn from a creature
inside it, the koi must succeed on a DC 20 Constitution
saving throw at the end of that turn or regurgitate all
swallowed creatures, each of which falls prone in a space
within 10 feet of the koi. If the koi dies, any swallowed
creature is no longer restrained by it and can escape from the
corpse using 10 feet of movement, exiting prone.

[ee |

“Art by Fajareka Setiawan

@fajareka

SONGSHAPER

The advent of technology has changed many aspects of life in


Kamigawa, including music. The songshaper uses technology to
record sounds and change them as they are played back, creating a
new genre of electronic music that is very popular among the
younger crowds. Some even go as far as augmenting their bodies to
become one with the music.

Speed 30 ft.

SONGSHAPER

Medium Humanoid (Bard), Any Alignment

Armor Class 15 (chain shirt)


Hit Points 44 (8d8 + 8)

STR
11 (+0)
DEX
14 (+2)

CON
12 (+1)

INT
10 (+0)

WIS
13 (+1)

CHA
14 (+2)

Saving Throws Dex +4, Wis +3


Skills Acrobatics +4, Perception +5, Performance +6

®@ Senses passive Perception 15

Languages any two languages


Challenge 2 (450 XP)
Proficiency Bonus +2

ACTIONS

Muttiattack. The sonshaper makes two Bash or Soundburst a

attacks. It can replace one attack with a use of Spellcasting.

Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (ad6 + 2) bludgeoning damage.

Soundburst. Ranged Spell Attack: +4 to hit, range 80/320


ft., one target. Hit: 5 (1d6 + 2) thunder damage.

Cacophony (Recharge 4—6). Each creature in a 15-foot


cube originating from the sonshaper must make a DC 12
Constitution saving throw. On a failed save, a creature takes
9 (2d8) thunder damage and is pushed up to 10 feet away
from the songshaper. On a successful save, a creature takes
half as much damage and isn't pushed.
Spellcasting. The songshaper casts one of the following
spells, using Charisma as the spellcasting ability (spell save
DC 12):

At will: thaumaturgy
1/day each: charm person, shatter, sleep

BONUS ACTIONS

Taunt (2/Day). The songshaper targets one creature within


30 feet of it. If the target can hear the songshaper, the target
must succeed on a DC 12 Charisma saving throw or have
disadvantage on ability checks, attack rolls, and saving
throws until the start of the songshaper's next turn.

UNFORGIVING ONE

The unforgiving one is a faceless kami that appears as a humanoid


figure. It is surrounded by wisps of black smoke and sometimes
accompanied by skull-like floating objects. The unforgiving one is
a dangerous kami, often attacking once it emerges from a merge
gate, and often without warning.

Art by Fariba Khamseh

@faribakhamseh

UNFORGIVING ONE

Medium Undead (Kami), Typically Chaotic Evil

Armor Class 13 (natural armor)


Hit Points 60 (8d8 + 24)
Speed 30 ft.

CHA
1(-5)

CON INT
15(+2) 3(¢4)

WIS
8 (-1)

STR
18 (+4)

DEX
11 (+0)

Skills Perception +1]

Condition Immunities blinded, charmed, frightened

Senses blindsight 20 ft. (blind beyond this radius), passive


Perception 1 1]

Languages understands Common but can't speak

Challenge 2 (450 XP)

Proficiency Bonus +2

ACTIONS

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 14 (3d6 + 4) slashing damage.

Vortex of Shadow (Recharge 5-6). The kami sends a


swirling cloud of shadow towards a creature it can sense
within 20 feet of it. The target must succeed on a DC 14
Constitution saving throw or take 10 (4d4) necrotic damage
and be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success.

VECTOR GLIDER

The vector is a Tiny kami spirit that appears as a glowing, fractal


humanoid with wings. It is believed these kami represent the
modern age of Kamigawa. They are curious spirits, and not
generally considered dangerous.

VECTOR GLIDER

Tiny Fey (Kami), Typically Neutral

15 (natural armor)
(1d4)
O ft., fly 40 ft.
3 (-4) 18 (+4)

10 (+0) - (ie

ia a

2) 3 Get)

Perception +3, Stealth +8


passive Perception 13
understands Common but doesn't speak.
> 1/8 (25 XP)
+2

ACTIONS

Pester. Melee Weapon Attack: +2 to hit, reach 5 ft., one


target. Hit: 2 (1d4) slashing damage.

Art by Anastasia Ouchinnikova

@nastasja

WALKING SKYSCAPER

Art by David Auden Nash

oe

wa

True to its name, the walking skyscraper is an enormous building capable of


locomotion. It might be a creation of the Saiba Futurists, serving
as a mobile base of operations, or it might even be privately owned by a tech mogul
from Towashi. Whatever the case, trying to stop it or get

in its way will likely not end well.

@auden

WALKING SKYSCRAPER
Gargantuan Construct, Unaligned

Armor Class 23 (natural armor)


Hit Points 410 (20d20 + 200)

Speed 60 ft.
STR DEX CON INT WIS CHA
30 (+10) 11(+0) 30(+10) 3(-4) 11(40) 8(-1)

Saving Throws Str +18, Con+18

Damage Immunities poison; bludgeoning, piercing, and


slashing from nonmagical attacks

Condition Immunities blinded, charmed, deafened,


exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, stunned

Senses passive Perception 10

Languages —

Challenge 25 (75,000 XP)

Proficiency Bonus +8

Immutable Form. The skyscraper is immune to any spell

or effect that would alter its form.

Legendary Resistance (3/Day). If the skyscraper fails a


saving throw, it can choose to succeed instead.

Magic Resistance. The skyscraper has advantage on saving


throws against spells and other magical effects.

Siege Monster. The skyscraper deals double damage to


objects and structures.

Towering Terror. Any enemy outside the skyscraper that


starts its turn within 30 feet of it must succeed on a DC 26
Wisdom saving throw or be frightened until the start of the
enemy's next turn. If the enemy's saving throw is successful,
it is immune to this skyscraper's Towering Terror for the
next 24 hours.

ACTIONS
Mutltiattack. The skyscraper makes two Slam attacks and

then uses Stomp.

Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one


target. Hit: 29 (3d12 + 10) bludgeoning damage, and the
colossus can push the target up to 20 feet away from it.

Stomp. The colossus stomps one of its feet at a point on the


ground within 20 feet of it. Any creature in a 20-foot-radius,
20-foot-high cylinder centered on this point must succeed on
a DC 26 Dexterity saving throw or take 33 (6d10)
bludgeoning damage and fall prone. Until the colossus uses
its Stomp again or moves, the creature is restrained. While
restrained in this way, the creature (or another creature
within 5 feet of it) can use its action to make a DC 26
Strength check. On a success, the creature relocates to an
unoccupied space of its choice within 5 feet of the colossus
and is no longer restrained.

Structures, as well as nonmagical objects that are neither


being worn nor carried, take the same amount of damage if
they are in the cylinder (no save).

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